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    Namespace IdleKit.Gameplay

    Classes

    ActivityTrackingService

    A tailor made solution to keep track of the time in ITimerService when the user returns from a paused or terminated app.

    Upon the user's return, tha tracker will first set the time to the timestamp on record TimeModified. Then it will attempt to catch up the time in the current by stepping through interesting points in time denoted by EndTime and evaluate all the ITimerListener at that time.

    AdvanceStageLoadPhase

    This ILoadPhase is responsible for moving the player to the next available IStage in the IContent.

    AdvanceStageStateAction

    AnalyticsTrackingServiceBase

    The AnalyticsTrackingServiceBase sets up common functionality that all analytics tracking services require.

    AscensionAvailableAction

    IAction fired when the CanAscend() goes from false to true

    AscensionAvailableActivationCondition

    AscensionAvailableActivationConditionData

    AscensionAvailableActivationConditionDataAsset

    AscensionCompleteActivationCondition

    AscensionCompleteActivationConditionData

    AscensionCompleteActivationConditionDataAsset

    AscensionCompleteStateAction

    AscensionPowerModifierFormula

    AscensionPowerModifierFormulaData

    AscensionPowerModifierFormulaDataAsset

    AscensionReward

    AscensionReward is a type of IReward that contains multiple other IReward such as CurrencyReward. These child IReward are contained within one or many AscensionRewardGroup. When the AscensionReward is claimed, the AscensionScoreRequired of each AscensionRewardGroup is queried. If the player has met the requirement then each of the child IReward within the AscensionRewardGroup is granted.

    AscensionRewardData

    AscensionRewardDataAsset

    AscensionStartAction

    AssetToPathAttribute

    AutoCollectState

    AutomateGeneratorActivationCondition

    AutomateGeneratorActivationConditionData

    AutomateGeneratorActivationConditionDataAsset

    AutomateGeneratorsGoal

    A Goal that is complete when a player automates one or more IGeneratorEntity in the IStage.

    This Goal is similar to the AutomateGeneratorTypeGoal but doesn't target a specific IGeneratorEntity.

    Each automation of a Generator progresses the IGoal by 1 unit until the target Amount is reached at which point the IGoal is complete.

    Any Generator in the Stage that is already automated prior to this Goal being activated will count towards the completion of the Goal.

    See AutomateGeneratorsGoalData.

    AutomateGeneratorsGoalData

    Contains the IGoalData associated with AutomateGeneratorsGoal

    AutomateGeneratorsGoalDataAsset

    AutomateGeneratorStateAction

    Automates a target Generator and removes the automation cost from the player

    AutomateGeneratorTrigger

    AutomateGeneratorTriggerData

    AutomateGeneratorTriggerDataAsset

    AutomateGeneratorTypeGoal

    A Goal that is complete when a player automates one or more instances of a specified IGeneratorEntity.

    Any IGeneratorEntity with a Id that matches the GeneratorId will be targeted by the Goal. This is opposed to the AutomateGeneratorsGoal which does not target any specific IGeneratorEntity.

    Each automation of a target IGeneratorEntity progresses the IGoal by 1 until the target Amount is reached at which point the Goal is complete.

    Any target IGeneratorEntity that is already automated prior to this Goal being activated will count towards the completion of the Goal.

    See AutomateGeneratorTypeGoalData.

    AutomateGeneratorTypeGoalData

    Contains the IGoalData associated with AutomateGeneratorTypeGoal

    AutomateGeneratorTypeGoalDataAsset

    AutomationAvailableActivationCondition

    AutomationAvailableActivationConditionData

    AutomationAvailableActivationConditionDataAsset

    Avatar

    Each avatar is represented withing IdleKit with an instance of this class.

    AvatarCollection

    AvatarCollectionData

    AvatarCollectionDataAsset

    AvatarCollectionSavedData

    AvatarService

    AvatarsUnlockReward

    AvatarsUnlockRewardData

    AvatarUnlockData

    AvatarUnlockRewardDataAsset

    BaseAmountToken

    BaseCollectorAction

    The base type for all IBaseCollectorEntity related IActions.

    BaseCollectorBalanceData

    BaseCollectorBalanceDataAsset<TBaseCollectorBalanceData>

    BaseCollectorData

    BaseCollectorEntity

    BaseCollectorEntityData

    BaseCollectorEntitySavedData

    BaseCollectorInitializedAction

    BaseCollectorPayoutChangedAction

    BaseCollectorSpeedChangedAction

    BaseCollectorStateChangedAction

    BaseContentDataLoadPhase

    The base LoadPhaseBase class that loads the IKManifest from the Beamable portal, bind the IKManifest and add the IData referenced by the IKManifest into the IDataService.

    BaseMultipleDataProvider

    Required to wrap multiple IDataProvider objects coming from Beamable. IdleKit currently only works when data is loaded as a single chunk per tag. If it is loaded individually services will attempt to load entities before their data dependencies are added to the IDataService

    BasePlotPointAction

    BasePlotPointActionData

    BasePlotPointActionDataAsset<TData>

    BasePlotPointActivationCondition<TPlotPointActivationConditionData>

    BasePlotPointActivationConditionData

    BasePlotPointActivationConditionDataAsset<TData>

    BasePlotPointController

    BaseRandomCurrencyReward<TData>

    This base class contains common functionality for rewards that pull from a list of ICurrencys. See RandomObtainedCurrencyReward and RandomUnobtainedCurrencyReward for example use.

    BaseRandomCurrencyRewardData

    BaseSavedData

    Beamable

    A class for wrapping Beamable's server interactions. Interacts with Beamable's API to retrieve and manipulate data on Beamable's servers

    BeamableEventsUpdatedAction

    BeamableIAPService

    A class for wrapping Beamable's server interactions with the IAP Purchasing Service. Interacts with Beamable's API to manipulate data on Beamable's servers

    BeamableSerializer

    This serializer uses a combination of Beamable Cloud Storage and Inventory to save content state. Some content needs to be saved to the Cloud Storage because it is not IdleKit "Content" but rather classes that need to store state. IUserSavedData and SerializedDataCache are examples of these. EventSettingsSavedData can't use Inventory because its asset doesn't extend IKItemContent<TInterface, TConcrete>

    Boost

    BoostData

    BoostDataAsset

    BoostSavedData

    BuyBaseCollectorStateAction

    Removes the buy Currency from the player and changes the generator state to Produce

    BuyCollectorStateAction

    BuyFromStoreCollectionStateAction

    Purchase an IUpgradeableCurrency from the IStoreUpgradeableCurrencyCollection.

    BuyGeneratorActivationCondition

    BuyGeneratorActivationConditionData

    BuyGeneratorActivationConditionDataAsset

    BuyGeneratorStateAction

    BuyGeneratorTriggerData

    BuyGeneratorTriggerDataAsset

    BuyGeneratorTypeGoal

    A Goal which is complete when one or more instances of a specific IGeneratorEntity type are purchased by the player.

    Any IGeneratorEntity with a Id that matches the IGeneratorEntity Id specified on the BuyGeneratorTypeGoalData will be targeted by the Goal.

    Each purchase of a targeted IGeneratorEntity will progress the Goal by 1 unit up until the target Amount is met at which point the Goal is complete.

    Any target IGeneratorEntity that is purchased prior to this Goal being activated will count towards the target Amount.

    BuyGeneratorTypeGoalData

    Contains the IGoalData associated with BuyGeneratorTypeGoal

    BuyGeneratorTypeGoalDataAsset

    BuyStoreRewardStateAction

    Grants rewards for a purchased IStoreReward

    CheckPromosLoadphase

    ClaimEventRankRewardsStateAction

    Grants rewards based on the players leaderboard rank and flags rank rewards as having been collected.

    ClaimEventRewardsStateAction

    Flags the IEventContent as complete in the associated IEventSettings and grants rewards for completed IMilestones.

    ClaimGoalStateAction

    ClaimGoalsTrigger

    ClaimGoalsTriggerData

    ClaimGoalsTriggerDataAsset

    ClaimMilestoneTrackRewardsStateAction

    ClaimNumGoalsTrigger

    ClaimNumGoalsTriggerData

    ClaimNumGoalsTriggerDataAsset

    ClaimNumGoalsTriggerProgressStateAction

    ClaimNumGoalsTriggerSavedData

    ClaimStoreTimedRewardStateAction

    The IStateAction to grant an IStoreTimedReward.

    ClaimTimedTrackRewardsStateAction

    ClearContentAction

    ClearContentIdLoadPhase

    This ILoadPhase clears the currently loaded IdleKit.Core.IContentData.Id from the IUserSavedData.

    ClearContentIdStateAction

    Clear the IContent's id the user was playing on.

    ClearContentLoadPhase

    This ILoadPhase takes a loaded IContent and clears it in preparation for loading the next IContent.

    ClearEventsSavedDataStateAction

    Clear all the IContent specific ISavedData associated with IEventSettings that have been completed.

    CollectCurrenciesWithTagsGoal

    A IGoal which is complete when a certain amount of one or more target ICurrency have been collected by the player.

    The target ICurrency are specified via one or more Tag Ids. At runtime these Tag Ids are resolved into one or more ICurrency. The TargetAllTags is used to specify whether a target ICurrency needs to contain all, or just one of the Tag Ids specified in TargetTagIds.

    Each time the player collects units of the target ICurrency the IGoal is progressed by the number of collected units. For example, if the player collected 100 units of Soft ICurrency, and the IGoal was targeting that ICurrency, the progress would be incremented by 100. This continues until the target amount has been reached at which point the IGoal is complete.

    Only ICurrency collected after the IGoal has become active counts towards the progression of the IGoal. See CollectCurrenciesWithTagsGoalData

    CollectCurrenciesWithTagsGoalData

    Contains the IGoalData associated with the CollectCurrenciesWithTagsGoal

    CollectCurrenciesWithTagsGoalDataAsset

    CollectCurrencyTypeGoal

    A IGoal that is complete when the player accumulates a certain number of units of one or more instances of a specified ICurrency type.

    Any ICurrency with a Id that matches the Id specified via CurrencyId will be targeted by the Goal.

    Each time the player collects units of the target ICurrency the IGoal is progressed by the number of collected units. For example, if the player collected 100 units of Soft ICurrency, and the IGoal was targeting instances of that ICurrency type, the progress would be incremented by 100. This continues until the target amount has been reached at which point the IGoal is complete.

    Only ICurrency collected after the IGoal has become active counts towards the progression of the IGoal.

    See CollectCurrencyTypeGoalData

    CollectCurrencyTypeGoalData

    Contains the IGoalData associated with CollectCurrencyTypeGoal

    CollectCurrencyTypeGoalDataAsset

    CollectFromBaseCollectorStateAction

    Adds the generated Currency to the players persistent data and begins production again

    CollectFromCollectorStateAction

    CollectFromCollectorTypeGoal

    A IGoal that is complete when the player collects from one or more instances of a specified ICollectorEntity.

    This IGoal targets all ICollectorEntitys if the Any flag is set to true. Otherwise, it targets the ICollectorEntitys with a id that matches the ICollectorEntity Id specified on the CollectorId.

    The IGoal progresses by 1 unit every time a targeted ICollectorEntity is collected from until the target amount is reached at which point the Goal is complete.

    Only collections that occur after the IGoal becomes active will count towards progress of the IGoal.

    CollectFromCollectorTypeGoalData

    Contains the IGoalData associated with CollectFromCollectorTypeGoal

    CollectFromCollectorTypeGoalDataAsset

    CollectFromGeneratorStateAction

    CollectFromGeneratorTypeGoal

    A IGoal that is complete when the player collects from one or more instances of a specified IGeneratorEntity.

    This IGoal targets all IGeneratorEntitys if the Any flag is set to true. Otherwise, it targets the IGeneratorEntitys with a id that matches the IGeneratorEntity Id specified on the GeneratorId.

    The IGoal progresses by 1 unit every time a targeted IGeneratorEntity is collected from until the target amount is reached at which point the Goal is complete.

    Only collections that occur after the IGoal becomes active will count towards progress of the IGoal.

    CollectFromGeneratorTypeGoalData

    Contains the IGoalData associated with CollectFromGeneratorTypeGoal

    CollectFromGeneratorTypeGoalDataAsset

    CollectGoal<TGoalData>

    An abstract IGoal type which is used as the base of all ICurrency collection related IGoals.

    Derived Collect Goals implementations should specify their target ICurrency by implementing the IsEligible(ICurrency) method.

    The amount of ICurrency the player must collect. Specified via Amount, implemented for derived IGoals.

    Each time a target ICurrency is collected by the player, the progress will be incremented by that amount until the target amount is reached.

    Only ICurrency collected after the IGoal has become active counts towards the progression of CollectGoal<TGoalData>.

    CollectionPurchaseInfo

    A CollectionPurchaseInfo contains the Id for a IUpgradeableCurrency and the number of times it has been purchased in the IStoreUpgradeableCurrencyCollection. This info is used to calculate the ramping cost of the IUpgradeableCurrency while it is available for purchase.

    CollectionReward

    Rewards that grant a collection of rewards

    CollectionRewardData

    CollectionRewardDataAsset

    CollectorBalanceData

    CollectorBalanceDataAsset

    CollectorData

    CollectorDataAsset

    CollectorEntity

    CollectorEntityData

    CollectorEntityDataAsset

    CollectorInitializedAction

    Called each time Initialize() is called

    CollectorPayoutChangedAction

    Called each time the ICollectorEntity updates its Payout

    CollectorPayoutModifierFormula

    CollectorPayoutModifierFormulaData

    CollectorPayoutModifierFormulaDataAsset

    CollectorSpeedChangedAction

    Called each time the ICollectorEntity updates its Speed

    CollectorSpeedModifierFormula

    CollectorSpeedModifierFormulaData

    CollectorSpeedModifierFormulaDataAsset

    CollectorStateChangedAction

    Called each time the ICollectorEntity changes IGeneratorState

    CollectRewardTypeGoal

    A IGoal that is completed once the player is granted one or more instances of a specific IReward.

    Any IReward with a Id that matches the Id specified on the TargetRewardId.

    The IGoal progresses by 1 every time a target IReward is granted to the player until the target amount is reached at which point the IGoal is complete.

    Only IReward granted after the IGoal becomes active will count towards progress of the IGoal.

    See CollectRewardTypeGoalData

    CollectRewardTypeGoalData

    Contains the IGoalData associated with CollectRewardTypeGoal

    CollectRewardTypeGoalDataAsset

    CollectUpgradeableCurrencyTypeGoal

    A IGoal that is complete when the player accumulates a certain number of units of one or more instances of a specified IUpgradeableCurrency type. This is the same as CollectCurrencyTypeGoal but must target an IUpgradeableCurrency.

    Any IUpgradeableCurrency with a Id that matches the Id specified via CurrencyId will be targeted by the Goal.

    Each time the player collects units of the target IUpgradeableCurrency the IGoal is progressed by the number of collected units. For example, if the player collected 10 units of a Character IUpgradeableCurrency, and the IGoal was targeting instances of that IUpgradeableCurrency type, the progress would be incremented by 10. This continues until the target amount has been reached at which point the IGoal is complete.

    Only IUpgradeableCurrency collected after the IGoal has become active counts towards the progression of the Goal.

    See CollectUpgradeableCurrencyTypeGoalData

    CollectUpgradeableCurrencyTypeGoalData

    Contains the IGoalData associated with CollectUpgradeableCurrencyTypeGoal

    CollectUpgradeableCurrencyTypeGoalDataAsset

    CompleteMilestoneTrackStateAction

    Content

    ContentAction

    Base type for IContent related actions

    ContentData

    ContentDataAsset

    ContentInitializedAction

    ContentProgressionAnalyticsTrackingService

    The ContentProgressionAnalyticsTrackingService is responsible for subscribing to different kinds of content progress and converting them to analytics events logged through the IAnalyticsService.

    ContentSavedData

    CreateGoalStateAction

    Sets the Goals target progression target If the Goal is dynamic the remote server will generate the progression target (not yet implemented)

    Currency

    CurrencyAction

    Base type for all ICurrency related actions

    CurrencyAvailableAction

    Used when an ICurrency Available status is changed.

    CurrencyAvailableActivationCondition

    CurrencyAvailableActivationConditionData

    CurrencyAvailableActivationConditionDataAsset

    CurrencyAvailableTrigger

    CurrencyAvailableTriggerData

    CurrencyAvailableTriggerDataAsset

    CurrencyChangeAnalyticsTrackingService

    The CurrencyChangeAnalyticsTrackingService is responsible for subscribing to different kinds of currency changes and converting them to analytics events logged through the IAnalyticsService.

    CurrencyChangedAction

    Broadcast whenever the ICurrency and its ICurrencySavedData amount changes

    CurrencyData

    CurrencyDataAsset

    CurrencyException

    CurrencyNotFoundException

    CurrencyObtainedAction

    Used when an ICurrency Obtained status is changed.

    CurrencyObtainedActivationCondition

    CurrencyObtainedActivationConditionData

    CurrencyObtainedActivationConditionDataAsset

    CurrencyObtainedTrigger

    CurrencyObtainedTriggerData

    CurrencyObtainedTriggerDataAsset

    CurrencyReward

    IReward that grant a ICurrency specified by Min and Max.

    CurrencyRewardData

    CurrencyRewardDataAsset

    CurrencySavedData

    CurrencyService

    CurrencyUnlockReward

    This IReward is meant to be used to make a single ICurrency available. If the target ICurrency is already obtained, a fallback amount will be rewarded instead.

    CurrencyUnlockRewardData

    CurrencyUnlockRewardDataAsset

    DataException

    DataNotFoundException

    DynamicCollectCurrenciesWithTagsGoal

    A IGoal that is complete when the player collects a dynamically calculated number of units of one or more ICurrency. This allows designers to create Goals that require the player to idle for an approximate period of time.

    The target amount is calculated based on the sum of the payout-per-millisecond of each currently automated IGeneratorEntity multiplied by a number of seconds specified via Amount. For example, if the player had two automated generators each outputting a payout-per-second of 5 and 7,200 as the number of seconds (2 hours) then the IGoal would require the player to collect 36,000,000‬ units of the specified ICurrency.

    Note: Because it is likely that the player will automated more IGeneratorEntitys or hit more IGeneratorUnitTargetDatas while the IGoal is active, it's likely the player will complete the IGoal before the exact number of seconds specified via Amount have elapsed.

    The target ICurrencys are specified via one or more Tag Ids via TargetTagIds. At runtime these Tag Ids are resolved into one or more ICurrency. The TargetAllTags flag is used to specify whether a target ICurrency needs to contain all, or just one of the specified Tag Ids.

    Each time the player collects units of the target ICurrency the IGoal is progressed by the number of collected units.

    Only units of ICurrency collected after the IGoal becomes active count towards the progress of the IGoal. The target amount of the IGoal will not vary after it becomes active (ie. IGeneratorEntity automated after the IGoal activation will have no effect on the target).

    DynamicCollectCurrenciesWithTagsGoalData

    Contains the IGoalData associated with DynamicCollectCurrenciesWithTagsGoal

    DynamicCollectCurrenciesWithTagsGoalDataAsset

    DynamicCollectCurrencyTypeGoal

    A Goal that is complete when the player collects a dynamically calculated number of units of one or more ICurrency. This allows designers to create Goals that require the player to idle for an approximate period of time.

    The target amount is calculated based on the sum of the payout-per-millisecond of each currently automated IGeneratorEntity multiplied by a number of seconds specified via DynamicCollectCurrencyTypeGoalData.amount. For example, if the player had two automated generators each outputting a payout-per-millisecond of 5 and 7,200 as the number of seconds (2 hours) then the Goal would require the player to collect 36,000,000‬ units of the specified ICurrency.

    Because it is likely that the player will automated more IGeneratorEntity or hit more IGeneratorUnitTargetDatas while the Goal is active, it's likely the player will complete the Goal before the exact number of seconds specified via Amount have elapsed.

    Any ICurrency with a Id that matches the Id specified via CurrencyId will be targeted by the Goal.

    Each time the player collects units of the target ICurrency the Goal is progressed by the number of collected units.

    Only units of ICurrency collected after the Goal becomes active count towards the progress of the Goal. The target amount of the Goal will not vary after it becomes active (ie. IGeneratorEntity automated after the Goal activation will have no effect on the target).

    DynamicCollectCurrencyTypeGoalData

    Contains the IGoalData associated with DynamicCollectCurrencyTypeGoal

    DynamicCollectCurrencyTypeGoalDataAsset

    DynamicCollectGoal<TGoalData>

    An abstract IGoal type which is used as the base of all dynamically calculated ICurrency collection related IGoals.

    Derived DynamicCollectGoal implementations should specify their target IGeneratorEntitys by implementing the DynamicCollectGoal.isEligible method.

    The target amount is calculated based on the sum of the payout-per-second of each eligible automated IGeneratorEntity multiplied by a number of seconds accessed via Duration. For example, if the player had two automated generators each outputting a payout-per-second of 5000 and 7,200 as the number of seconds (2 hours) then the Goal would require the player to collect 36,000,000‬ units of ICurrency. If no IGeneratorEntitys are automated, the target is based on the average payout-per-millisecond of each purchased IGeneratorEntity. If no IGeneratorEntitys are purchased, an InvalidGoalDataException will be thrown.

    Each time the player collects units of the target ICurrencys the IGoal is progressed by the number of collected units.

    Only units of ICurrencys collected after the IGoal becomes active count towards the progress of the IGoal. The target amount of the IGoal will not vary after it becomes active (ie. Generators automated after the IGoal activation will have no effect on the target).

    Because it is likely that the player will automated more IGeneratorEntitys or hit more IGeneratorUnitTargetData" while the IGoal is active, it's likely the player will complete the IGoal before the exact number of seconds specified via DynamicCollectCurrencyTypeGoalData.amount have elapsed.

    EntityAction

    Base type for IEntity related actions

    EntityAddedAction

    Called when the IEntity is added to the IContainer and resolved by the .

    EntityInitializedAction

    Called after the IEntity is added to the IContainer and Initialize() has been called.

    EntityLoaderService

    Implements the IEntityLoaderService and utilizes the base BindingService functionality when an IEntity is loaded or unloaded.

    EntityRemovedAction

    Called when the IEntity is removed from the IContainer

    EntityResolver

    EventCompletedTrigger

    EventCompletedTriggerData

    EventCompletedTriggerDataAsset

    EventContent

    EventContentData

    EventContentDataAsset

    EventEndedStateAction

    Marks the IEventSettings as complete.

    EventLeaderboardsService

    EventPhaseStartedStateAction

    EventService

    EventSettings

    EventSettingsData

    EventSettingsDataAsset

    EventSettingsSavedData

    EventStartedStateAction

    Sets the start time of the Event in the IEventSettings saved data.

    EventStartedTrigger

    EventStartedTriggerData

    EventStartedTriggerDataAsset

    EventStateAction

    Exchange

    ExchangeAction

    The base type for all actions triggered during an exchange

    ExchangeRateMultiplier

    ExchangeRateMultiplierData

    ExchangeRateMultiplierDataAsset

    FunctionToken

    GachaItem

    GachaOddsService

    A basic implementation of a gacha odds generation system. GachaOddsService handles calculating the odds of the rewards from within a GachaReward.

    GachaReward

    Gacha is a kind of IReward contains multiple IRewardData.id. Each GachaReward static data contains multiple GachaSlot. Each GachaSlot contains a list of GachaItems with different probability. CalculatePayouts() will calculate one reward per GachaSlot and reward them to the player.

    GachaRewardData

    Contains data associated with the IGachaReward

    GachaRewardDataAsset

    GachaSlot

    An implementation of IGachaSlot that contains a list of GachaItem each containing a weight value. The weights from the GachaItem are used in the weighted random selection that results in granting of an IReward from the selected IGachaItem.

    GeneratorAvailableActivationCondition

    GeneratorAvailableActivationConditionData

    GeneratorAvailableActivationConditionDataAsset

    GeneratorBalanceData

    GeneratorBalanceDataAsset

    GeneratorData

    GeneratorDataAsset

    GeneratorEntity

    GeneratorEntityData

    All related data that makes a playable IGeneratorEntity. Decouples the IGeneratorBalanceData and IGeneratorUnitTargetSequence from the GeneratorData, allowing the re-use of rewards and balance.

    GeneratorEntityDataAsset

    GeneratorEntitySavedData

    GeneratorException

    GeneratorInitializedAction

    Called each time IGeneratorEntity.Initialize is called

    GeneratorModifierIndexChangedAction

    Fired when a ModifierIndexChangedAction is caused by a generator collected enough units to hit a IGeneratorEntity Unit Target.

    GeneratorNotFoundException

    GeneratorPayoutChangedAction

    Called each time the IGeneratorEntity updates its Payout

    GeneratorPayoutModifierFormula

    GeneratorPayoutModifierFormulaData

    GeneratorPayoutModifierFormulaDataAsset

    GeneratorSpeedChangedAction

    Called each time the IGeneratorEntity updates its Speed

    GeneratorSpeedModifierFormula

    GeneratorSpeedModifierFormulaData

    GeneratorSpeedModifierFormulaDataAsset

    GeneratorStateChangedAction

    Called each time the IGeneratorEntity changes IGeneratorState

    GeneratorStateType

    The String associated with a particular IGeneratorState. This is done so it would be faster to check the GeneratorStateType instead of the type of the IGeneratorState at runtime. This should only be used in UI code.

    GeneratorUnitCostModifierFormula

    GeneratorUnitCostModifierFormulaData

    GeneratorUnitCostModifierFormulaDataAsset

    GeneratorUnitTargetData

    GeneratorUnitTargetDataAsset

    GeneratorUnitTargetHitStateAction

    Handles the Generator hitting GeneratorUnitTargets and rewards the player for any that are hit

    GeneratorUnitTargetSequence

    GeneratorUnitTargetSequenceData

    GeneratorUnitTargetSequenceDataAsset

    GenericIAP

    GenericIAPData

    GenericIAPDataAsset

    GenericIAPSavedData

    GetGeneratorUnitsForAllGeneratorsGoal

    A IGoal that is complete when the player buys a specified number of units for a certain number of IGeneratorEntity within the IStage.

    The IGoal progresses by 1 whenever a IGeneratorEntity reaches the target number of units specified via Amount. For example, a IGoal could be authored that requires the player to get all 5 IGeneratorEntity within the IGeneratorEntity to 100 units/customers.

    IGeneratorEntity units that have been accumulated before the IGoal becomes active will count towards the target. IGeneratorEntitys that are purchased by the player after the IGoal becomes active will also still be eligible for contribution toward the target.

    GetGeneratorUnitsForAllGeneratorsGoalData

    Contains the IGoalData for GetGeneratorUnitsForAllGeneratorsGoal

    GetGeneratorUnitsForAllGeneratorsGoalDataAsset

    GetGeneratorUnitsForGeneratorsGoal

    A IGoal that is complete when the player buys a certain number of units for a specified number of IGeneratorEntity.

    Any active IGeneratorEntity within the current IStage.

    The IGoal progresses by 1 whenever a IGeneratorEntity reaches the target number of units until the specified number of IGeneratorEntity have reached that many customers at which point the IGoal is complete.

    IGeneratorEntity units that have been accumulated before the IGoal becomes active will count towards the target. A IGeneratorEntity purchased by the player after the IGoal becomes active will also still be eligible for contribution toward the target. See GetGeneratorUnitsForGeneratorsGoalData

    GetGeneratorUnitsForGeneratorsGoalData

    Contains the IGoalData for GetGeneratorUnitsForGeneratorsGoal

    GetGeneratorUnitsForGeneratorsGoalDataAsset

    GetGeneratorUnitsForGeneratorTypeGoal

    A IGoal that is complete when the player buys a specified number of units for one or more instances of a specified IGeneratorEntity.

    Any IGeneratorEntity with a Id that matches the Id specified via GeneratorId will be targeted by the IGoal.

    The IGoal progresses by 1 whenever a targeted IGeneratorEntity reaches the target number of units specified via Amount. For example, a IGoal could be authored that requires the player to get a specific IGeneratorEntity to 100 units/customers.

    IGeneratorEntity units that have been accumulated before the IGoal becomes active will count towards the target. Any IGeneratorEntity purchased by the player after the IGoal becomes active will also still be eligible for contribution toward the target.

    GetGeneratorUnitsForGeneratorTypeGoalData

    Contains the IGoalData for GetGeneratorUnitsForGeneratorTypeGoal

    GetGeneratorUnitsForGeneratorTypeGoalDataAsset

    GetTotalGeneratorUnitsGoal

    A Goal that is complete when a specified number of units have been purchased from all IGeneratorEntitys combined.

    All IGeneratorEntitys within the current IStage.

    Each time the player purchases units for a IGeneratorEntity the Goal will be progressed by the number of units purchased. The Goal will also be progressed by a single unit whenever a IGeneratorEntity is purchased as a IGeneratorEntity has one unit by default. Once the target number of units have been reached the Goal is complete.

    IGeneratorEntity units that have been accumulated before the Goal becomes active will count towards the target. A IGeneratorEntity purchased by the player after the Goal becomes active will also still be eligible for contribution toward the target.

    GetTotalGeneratorUnitsGoalData

    Contains the IGoalData for GetTotalGeneratorUnitsGoal

    GetTotalGeneratorUnitsGoalDataAsset

    GetUpgradesForCurrencyTypeGoal

    A IGoal that is complete when the player upgrades any instances of a IUpgradeableCurrency with a specific Id.

    The target IUpgradeableCurrency is specified by it's Id via GetUpgradesForCurrencyTypeGoalData.currencyId

    Each time the player upgrades the target IUpgradeableCurrency the progress of the IGoal will be set to the level of the IUpgradeableCurrency. Once the target amount is met, the IGoal is complete.

    Levels of IUpgradeableCurrency that have been reached due to upgrades prior to the IGoal becoming active will still count towards the IGoal progress.

    See GetUpgradesForCurrencyTypeGoalData

    GetUpgradesForCurrencyTypeGoalData

    Contains the IGoalData for GetUpgradesForCurrencyTypeGoal

    GetUpgradesForCurrencyTypeGoalDataAsset

    GlobalTrack

    GlobalTrackData

    GlobalTrackDataAsset

    Goal<TGoalData>

    An abstract IGoal base type that provides much of the common functionality used by concrete Goal implementations.

    The target is specified by the derived implementations of Goal<TGoalData>. The target amount is specified via the implementation of Amount. The progress of the Goal<TGoalData> is set each time ProgressGoal(Double) or SetProgressGoal(Double) is called from the derived implementations.

    GoalAction

    Base IAction for other actions fired from IGoals

    GoalActivatedAction

    GoalClaimedActivationCondition

    GoalClaimedActivationConditionData

    GoalClaimedActivationConditionDataAsset

    GoalData

    GoalDataAsset<TGoalData>

    GoalException

    GoalNotFoundException

    GoalReadyToClaimActivationCondition

    GoalReadyToClaimActivationConditionData

    GoalReadyToClaimActivationConditionDataAsset

    GoalSavedData

    GoalTrack

    A ITrack of IGoals in its ActivatableIds. The player progresses through the track by completing the IGoals sequentially. The active IGoal must be completed and claimed to activate the next IGoal in the ITrack.

    GoalTrackData

    GoalTrackDataAsset

    GrantGoalRewardStateAction

    GrantPayoutsStateAction

    GrantRewardStateAction

    HitGeneratorUnitTargetsGoal

    A Goal that is complete when a specified number of IGeneratorUnitTargetData have been hit by the player.

    Any IGeneratorEntity within the current IStage will be targeted.

    Each time the player hits a IGeneratorUnitTargetData the progress will be incremented. If the player hits multiple IGeneratorUnitTargetData in one purchase, the progress will be incremented by the number of targets hit. Once the target amount is met, the Goal is complete.

    The target amount is relative to the current IGeneratorUnitTargetData of a IGeneratorEntity when the Goal becomes active. For example, if the player has one active IGeneratorEntity at a IGeneratorUnitTargetData level of 5, getting to level 6 would complete a Goal with a target amount of 1.

    Only IGeneratorUnitTargetData levels hit after the Goal becomes active will count towards the target progress.

    HitGeneratorUnitTargetsGoalData

    Contains the IGoalData for HitGeneratorUnitTargetsGoal

    HitGeneratorUnitTargetsGoalDataAsset

    IAPFailedAction

    IdleKitInitializedAction

    Action fired after all IdleKit Entities and Services have been initialized.

    IKContent<TInterface, TConcrete>

    A base IdleKit implementation of Beamables Beamable.Common.Content. This is used on IEntity objects that do not have any associated ISavedData.

    IKEventContent<TInterface, TConcrete>

    A base IdleKit implementation of Beamable's Beamable.Common.Content.EventContent

    IKInstaller

    IdleKit's implementation of the Installer that does not contain MonoBehaviour associated IBindings. Extend this class to override the functionality to specify additional non MonoBehaviour based IBindings.

    IKItemContent<TInterface, TConcrete>

    A base IdleKit implementation of Beamable's Beamable.Common.Inventory.ItemContent

    IKManifest

    A specialized Beamable compatible manifest that keeps track of all item and currency contents.

    IKManifestRef

    IKMonoInstaller

    IdleKit's implementation of the MonoInstaller that contains MonoBehaviour associated IBindings. Extend this class to override the functionality to specify additional MonoBehaviour based IBindings.

    IncrementGeneratorUnitStateAction

    Removes the increment generatorUnit cost from the player and increments the generatorUnit on the target Generator

    InitializeUserLoadPhase

    This ILoadPhase should run any required initialization logic on the IUserSavedData. IsNew can be checked here for running conditional logic on new users.

    InvalidFormulaException

    InvalidGeneratorSpeedException

    InvalidGeneratorUnitException

    InvalidGoalDataException

    InvalidRewardClaimException

    InvalidUpgradeRequirementException

    LeaderboardEntry

    LeaderboardsService

    LeaderboardsTools

    LeftParenToken

    LoadContentDataLoadPhase

    Loads one or more IDataProvider objects and binds the data to the IContainer.

    LoadContentLoadPhase

    This ILoadPhase should initialize and load a IContent based on the current IUserSavedData.

    LogLastActiveTimeStateAction

    MakeAnyTradeGoal

    A IGoal that is complete when a specified number of ITrade have been made by the player.

    Any ITrade that is made while the IGoal is active is targeted by the IGoal.

    The number of ITrade that must be made by the player to complete the IGoal, specified via MakeAnyTradeGoalData.amount.

    Each time the player accepts a ITrade the progression will be incremented by 1. Once the target amount is met, the IGoal is complete.

    Any ITrade that is made available to the player after the IGoal becomes active will still contribute to the progression.

    Extends the base MakeTradeGoal<TGoalData> by overriding IsEligible(ITrade) to always return true. This makes the IGoal target all ITrades.

    MakeAnyTradeGoalData

    Contains the IGoalData for MakeTradeTypeGoal

    MakeAnyTradeGoalDataAsset

    MakeExchangeStateAction

    Performs a missing resources exchange by modifying ICurrency amounts based on the requested input and output CurrencyAmounts

    MakeTradeGoal<TGoalData>

    An abstract base type for all ITrade related Goals.

    The target is specified by the derived implementation of MakeTradeGoal<TGoalData>. The target amount is specified via the derived implementation of Amount. The MakeTradeGoal<TGoalData> will be progressed by 1 each time a target ITrade is made.

    MakeTradeTypeGoal

    A Goal that is complete when a targeted ITrade has been made by the player.

    Any ITrade with the target Id that matches the Id specified via TradeId will be targeted.

    The number of times the target ITrade must be made by the player to complete the Goal, usually 1. Specified via Amount.

    Each time the player accepts the targeted ITrade the progression will be incremented by 1. Once the target amount is met, the Goal is complete.

    Any @"IdleKit.ITrade?text=Trades" made prior to the Goal becoming active will not count toward it's completion.

    Extends MakeTradeGoal<TGoalData> by implementing IsEligible(ITrade) to check that the ITrade argument passed has the same Id as the one specified in MakeTradeTypeGoalData.

    See MakeTradeTypeGoalData.

    MakeTradeTypeGoalData

    Contains the IGoalData for MakeTradeTypeGoal

    MakeTradeTypeGoalDataAsset

    Milestone

    TODO: This class is very similar to Goal<TGoalData>

    MilestoneAction

    Base type for IMilestone related actions

    MilestoneClaimableAction

    MilestoneCompletedActivationCondition

    MilestoneCompletedActivationConditionData

    MilestoneCompletedActivationConditionDataAsset

    MilestoneCompletionInfo

    A MilestoneCompletionInfo contains the Id for a IMilestone and the timestamp it is complete. The timestamp can be in the future if it has been estimated or the actual timestamp when the IMilestone was achieved".

    MilestoneData

    MilestoneDataAsset

    MilestoneException

    MilestoneNotFoundException

    MilestoneRewardPair

    This data pairs IMilestones with IRewards. The IEventService uses this data to reward the correct data when in the IContent that rewards are claimed.

    MilestoneSavedData

    MilestonesCompletedTrigger

    MilestonesCompletedTriggerData

    MilestonesCompletedTriggerDataAsset

    MilestonesCompletedTriggerProgressStateAction

    MilestonesCompletedTriggerSavedData

    MilestoneTrack

    A ITrack of IMilestones in its ActivatableIds. The player progresses through the track by completing the IMilestones sequentially. When the active IMilestone is completed, the next IMilestone in the track is activated. The rewards for the completed IMilestones are awarded when the MilestoneTrack is completed or deactivated.

    MilestoneTrackData

    MilestoneTrackDataAsset

    MilestoneTrackSavedData

    ModifierAction

    The base type for all IModifier and IModifierService related IAction

    ModifierCache

    The ModifierCache keeps a dictionary of IModifiersplit into modifierGroupType of IModifierGroupData and the ModifiableId they affect.

    This cache gets updated any time an IModifier is registered.

    ModifierChangedAction

    Base type for any IAction that signals when an IdleKit.Core.IModifier's state has altered.

    ModifierData

    ModifierFormula

    ModifierFormulaData

    ModifierFormulaDataAsset<TModifierFormulaData>

    ModifierFormulaParser

    This parser implements the Shunting-yard Algorithm and Reverse Polish Notation to take a formula written like "3 + ( 45 / 3 ) - 4" and parse it down to a single result.

    ModifierGroupData

    ModifierGroupDataAsset

    ModifierGroupToken

    ModifierIndexChangedAction

    Fired when a modifier's ModifierDataIndex will change

    ModifierRegisteredAction

    Fired on ModifierService.RegisterModifier calls.

    ModifierService

    ModifierService.DummyModifierFormula

    ModifierService.DummyModifierFormula is returned by GetModifierFormula(Type) if a IModifierFormula of the specified type cannot be found.

    ModifierToggledAction

    Fired whenever a IModifier is activated/deactivated via CanBeApplied.

    ModifierUnregisteredAction

    Fired on ModifierService.UnregisterModifier calls.

    NetworkConnectionStatusService

    NetworkStatusChangedAction

    NewContentStateAction

    Sets the target Content as the currently active Content for the player

    NewStageStateAction

    Gives the player the starting Currency and flags this Stage as started in the players persistent data

    NewUserStateAction

    Changes the player's IsNew flag to false

    NextFramePlotPointAction

    NextFramePlotPointActionData

    NextFramePlotPointActionDataAsset

    NonConsumableItem

    NonConsumableItemData

    NonConsumableItemDataAsset

    NonConsumableItemSavedData

    NumGoalsClaimedActivationCondition

    NumGoalsClaimedActivationConditionData

    NumGoalsClaimedActivationConditionDataAsset

    NumTradesMadeActivationCondition

    NumTradesMadeActivationConditionData

    NumTradesMadeActivationConditionDataAsset

    OfflineAction

    OfflineProgressEndAction

    OfflineProgressStartAction

    OperatorToken

    PanPlotPointAction

    PanPlotPointActionData

    PanPlotPointActionDataAsset

    PassiveGoalTrack

    A ITrack of IGoals in its ActivatableIds. The player progresses through the track by completing the IGoals sequentially. Once the active IGoal's CanClaim is true, the next IGoal in the ITrack is activated.

    PassiveGoalTrackData

    PassiveGoalTrackDataAsset

    PaymentVerification

    The fields here don't have the a "_" at the beginning because the class is is used to Serialize/Unserialized to Json and the final json uses the field's name as a property name.

    PaymentVerificationConfig

    PaymentVerificationConfigAsset

    PayoutProjection

    PlotPointActivatorData

    PlotPointActorPool

    PlotPointBaseActor

    PlotPointBaseActorData

    PlotPointController

    PlotPointDataNotFoundException

    Exception thrown by the IPlotPointDataProvider when a given piece of IPlotPointData can't be found

    PlotPointDataProvider

    PlotPointFrameData

    PlotPointFrameDataAsset

    PlotPointFramePlayedAction

    The IAction is triggered when an IPlotPointFrameData is played. It would then be possible to resume playing from a specific frame inside the current IPlotPointSequenceData.

    PlotPointImageActor

    PlotPointImageActorData

    PlotPointLayerResolver

    PlotPointsClearedAction

    The IAction is triggered when all the IPlotPointData related to the current IStage have been cleared.

    This is usually the results of AdvanceStage() or IContent switching.

    PlotPointSequenceAction

    PlotPointSequenceCollectionData

    PlotPointSequenceCollectionDataAsset

    PlotPointSequenceCollectionSavedData

    PlotPointSequenceCompletedAction

    The IAction is triggered when the active IPlotPointSequenceData playback has been completed.

    PlotPointSequenceData

    PlotPointSequenceDataAsset

    PlotPointSequenceEndedAction

    The IAction is triggered when the active IPlotPointSequenceData playback has ended with or without its playback completion.

    PlotPointSequenceEndedActivationCondition

    PlotPointSequenceEndedActivationConditionData

    PlotPointSequenceEndedActivationConditionDataAsset

    PlotPointSequenceLoadedAction

    The IAction is triggered when the active IPlotPointSequenceData is loaded and ready to be played.

    PlotPointSequenceQueuedAction

    The IAction is triggered when an IPlotPointSequenceData is queued to be played after its associated IPlotPointActivationCondition is triggered.

    PlotPointSequenceStartedAction

    The IAction is triggered when the active IPlotPointSequenceData playback has started.

    PlotPointSequenceStoppedAction

    PlotPointService

    PlotPointsLoadedAction

    The IAction is triggered when all the IPlotPointData related to the current IStage have been loaded.

    PlotPointSpeechBubbleActor

    PlotPointSpeechBubbleActorData

    PlotPointTextActor

    PlotPointTextActorData

    PostSerializationAction

    The action that gets sent after the ISavedData are serialized.

    PreClearContentAction

    PreSerializationAction

    The action that gets sent before the ISavedData are serialized.

    ProcessEventsSavedDataLoadPhase

    This ILoadPhase is responsible for processing ISavedData related to all IEventSettings.

    ProduceState

    ProgressGoalStateAction

    Increment the Progression associated with an IGoal

    ProgressMilestoneStateAction

    ProgressTrackStateAction

    ProjectionCalculator

    ProjectionService

    Promo

    PromoData

    PromoDataAsset

    PromoSavedData

    PromoService

    PurchasePayload

    RandomObtainedCurrencyReward

    Rewards that grant a random ICurrency that has the matching ITagData between Min and Max values.

    The reward Currency's Available and Obtained have to be true for the Currency to be considered as a possible reward.

    If set in the IRandomObtainedCurrencyRewardData, this will attempt to use a fallback Reward if it does not meet the criteria for claiming.

    RandomObtainedCurrencyRewardData

    Contains data associated with the RandomObtainedCurrencyReward

    RandomObtainedCurrencyRewardDataAsset

    RandomService

    RandomUnobtainedCurrencyReward

    Rewards that grant a random ICurrency that has the matching ITagData between Min and Max values.

    The reward Currency's Available has to be true, and it's Obtained has to be false for the Currency to be considered as a possible reward.

    If set in the IRandomUnobtainedCurrencyRewardData, this will attempt to use a fallback Reward if it does not meet the criteria for claiming.

    RandomUnobtainedCurrencyRewardData

    Contains data associated with the RandomUnobtainedCurrencyReward

    RandomUnobtainedCurrencyRewardDataAsset

    RarityData

    RarityDataAsset

    ReceiptValidation

    Class which contains helper functions for verification of receipts created through Unity's IAP Service.

    ReceiptValidationFailureResponse

    ReceiptValidationSuccessResponse

    RemoveContentDataLoadPhase

    Removes the data from one or more IDataProvider objects and unbinds the data from the IContainer.

    ResetEntitySavedDataStateAction

    ResetUserLoadPhase

    Resets all user save data that is saved on Beamable. A new user will be created next time the app is loaded.

    RewardAction

    The base type for all IReward related IAction types.

    RewardDataAsset<TInterfaceRewardData, TConcreteRewardData>

    RewardException

    RewardGrantedAction

    Can be used to track whenever a IReward has been granted to the player.

    RewardNotFoundException

    RewardService

    A simple implementation of the IRewardService.

    SavedDataIndex

    SerializationAction

    Base class of all IAction related to serialization of ISavedData

    SerializationService

    This SerializationService is in charge of serialize other ISavedData on a timed interval. It is also in charge of tracking TimeModified.

    SerializedDataCache

    SetAvailableCurrenciesStateAction

    SetContentIdLoadPhase

    This ILoadPhase determines which IContent to load based on the IUserSavedData and active IEventSettings.

    SetContentStateAction

    Set the IContent's id the user is going to play on. This needs to be set before all IService and the actual IContent are loaded.

    SetEventEndTimeStateAction

    SetGoalProgressStateAction

    Set directly the Progression associated with an IGoal.

    SetMilestoneCompletionInfoStateAction

    A IStateAction that is used to set projected IMilestone completion times in IEventSettingsSavedData.

    SetMilestoneProgressStateAction

    SetPlotPointPlaybackAvailabilityAction

    Enable or disable playback of any IPlotPointSequenceData. It is important to remember to re-enable the playback after it has been disabled.

    SimpleJsonSerializer

    A simple local Json implementation of the ISerializer it saves all the ISavedData at the _path.

    SimpleSerializer

    A dummy ISerializer that just stores ISavedData in memory. This is only used for unit tests and examples.

    SpendCurrenciesWithTagsGoal

    A Goal that is complete when the player spends a certain amount of the specified ICurrency.

    The target ICurrencys are specified with one or more Tag Ids via TagConsumerData. At runtime these Tag Ids are resolved into one or more ICurrency. The TargetAll flag is used to specify whether a target ICurrency needs to contain all, or just one of the specified Tag Ids.

    The total amount of ICurrency that the player must spend to complete the Goal. If multiple ICurrency are specified via the target Tag Ids then it is the cumulative spend between all of these ICurrencys. Specified via Amount.

    Each time the player spends any of the target ICurrency the progression is incremented by the number of units of ICurrency spent.

    Any ICurrency spent prior to the Goal becoming active will not count toward it's completion.

    Extends the base SpendGoal by implementing SpendGoal.IsEligible to check for any currency contains the Tag Ids specified in SpendCurrenciesWithTagsGoalData.

    See SpendCurrenciesWithTagsGoalData

    SpendCurrenciesWithTagsGoalData

    Contains the IGoalData for SpendCurrencyTypeGoal

    SpendCurrenciesWithTagsGoalDataAsset

    SpendCurrencyTypeGoal

    A Goal that is complete when the player spends a certain amount of a specific ICurrency.

    The Id ICurrency must match the Id specified via CurrencyId.

    The amount of ICurrency that the player must spend to complete the Goal is specified via Amount.

    Each time the player spends any of the target ICurrency the progression is incremented by the number of units of ICurrency spent.

    Any ICurrency spent prior to the Goal becoming active will not count toward it's completion.

    Extends the base SpendGoal by implementing SpendGoal.IsEligible to check that a currency matches the Id specified via SpendCurrencyTypeGoalData.

    See SpendCurrencyTypeGoalData

    SpendCurrencyTypeGoalData

    Contains the IGoalData for SpendCurrencyTypeGoal

    SpendCurrencyTypeGoalDataAsset

    SpendGoal<TGoalData>

    An abstract base type that extends CollectGoal<TGoalData> and should be used for all IGoals related to spending ICurrency.

    The target is specified by the derived implementation of IsEligible(ICurrency). The target amount is specified via the derived implementation of Amount`. The Goal will be progressed by the amount of target ICurrency spent by the player.

    The SpendGoal extends the CollectGoal<TGoalData> by overriding the behaviour of OnCurrencyChanged(CurrencyChangedAction) to progress the Goal based on the spending (rather than collecting) of ICurrency.

    Stage

    StageAction

    Base IAction for other actions fired from IStages

    StageAdvancedAction

    StageData

    StageDataAsset

    StageInitializedAction

    Fired after an IStage has been fully set up and is ready to run the game

    StageInitializedActivationCondition

    StageInitializedActivationConditionData

    StageInitializedActivationConditionDataAsset

    StageSavedData

    StageStartTrigger

    StageStartTriggerData

    StageStartTriggerDataAsset

    StandardContent

    StandardContentData

    StandardContentDataAsset

    StandardContentFeatures

    StandardContentSavedData

    StandardEventContent

    StandardEventContentData

    This class was overridden to add the extended IStandardEventContentData onto EventContentData.

    StandardEventContentDataAsset

    StandardInstaller

    StandardMonoInstaller

    An IKMonoInstaller that utilize the StandardInstaller as its IIKInstaller.

    Startup

    StoreCollectionRefreshedStateAction

    Set the refresh time of the IStoreUpgradeableCurrencyCollection.

    StoreReward

    StoreRewardData

    StoreRewardDataAsset

    StoreService

    StoreTimedReward

    StoreTimedRewardAvailableAction

    Sent when the IStoreTimedReward is available to be claimed

    StoreTimedRewardData

    StoreTimedRewardDataAsset

    StoreTimedRewardInitializeStateAction

    Set timestamp of the IStoreTimedReward.

    StoreTimedRewardSavedData

    StoreTimedRewardStartAction

    Sent when the StoreTimedReward has been subscribed to the ITimerService

    StoreTimedRewardUnlockedStateAction

    StoreUpgradeableCurrencyCollection

    StoreUpgradeableCurrencyCollectionData

    StoreUpgradeableCurrencyCollectionDataAsset

    StoreUpgradeableCurrencyCollectionSavedData

    TagConsumerData

    TagData

    TagDataAsset

    TagException

    TagNotFoundException

    TagService

    TimedActivatable<TActivatable>

    An ITimedActivatable that provides timer functionality to activate and deactivate its Activatable.

    TimedActivatableAction

    Base IAction for other actions fired from ITimedActivatables

    TimedActivatableData

    TimedActivatableDataAsset<TTimedActivatableData>

    TimedActivatableEndedAction

    TimedActivatableSavedData

    TimedBoost

    TimedBoostData

    TimedBoostDataAsset

    TimedBoostSavedData

    TimedGoalTrack

    TimedGoalTrackData

    TimedGoalTrackDataAsset

    TimedMilestoneTrack

    TimedMilestoneTrackData

    TimedMilestoneTrackDataAsset

    TimedTrack<TTrack>

    TimedTrackData

    TimedTrackDataAsset<TTimedTrackData>

    TimedTrackSavedData

    TimeLeftInEventTrigger

    TimeLeftInEventTriggerData

    TimeLeftInEventTriggerDataAsset

    TimeLeftInEventTriggerSavedData

    TimerService

    An implementation of ITimerService where time can be advanced both manually or via OnUpdate.

    TimerService.ListenerPriorityComparer

    TimerSubscription

    An implementation of ITimerSubscription that contains multiple overridden constructors to make it easier for objects that have different time information to work with the ITimerService easily.

    TimerUtil

    TimeSkipReward

    TimeSkipRewardData

    TimeSkipRewardDataAsset

    ToggleActivatableStateAction

    Set active status of a IActivatable.

    ToggleActiveTradeStateAction

    ToggleAvailableStateAction

    Set the target Unlockable's availability. Once the IUnlockable becomes available it then can be considered for rewards like RandomObtainedCurrencyReward and RandomUnobtainedCurrencyReward.

    ToggleBoostStateAction

    Enable or disable an IBoost for the player.

    ToggleMilestoneStateAction

    TogglePromoReadyStateAction

    ToggleTimedActivatableStateAction

    Set active status and timestamp of a ITimedActivatable.

    ToggleTimedBoostStateAction

    A derived version of ModifierToggledAction that is used when toggling a TimedBoost.

    ToggleTimeLeftInEventTriggeredStateAction

    ToggleTrackStateAction

    Track<TActivatable>

    An abstract ITrack base type that provides much of the common functionality used by concrete Track implementations.

    The activation and deactivation of the currently active IActivatable is specified by the derived implementations of Track<TActivatable>.

    TrackAction

    Base IAction for other actions fired from ITracks

    TrackCompletedAction

    TrackData

    TrackDataAsset<TInterfaceTrackData, TTrackData>

    TrackSavedData

    TrackService

    Trade

    TradeAcceptedAction

    TradeAction

    TradeData

    The static data associated with a Trade Entity.

    TradeDataAsset

    TradeDeclinedAction

    TradeException

    TradeNotFoundException

    TradeService

    Trigger

    TriggerCompletedAction

    TriggerData

    UpgradeableCurrency

    UpgradeableCurrencyData

    UpgradeableCurrencyDataAsset

    UpgradeableCurrencyRequirement

    UpgradeableCurrencyRequirement is used in IGeneratorBalanceData to specify the IUpgradeableCurrency and its level required for IGeneratorEntity purchase and automation.

    UpgradeableCurrencySavedData

    UpgradeAnyCurrencyGoal

    A Goal that is complete when the player gets a certain number of upgrades for any IUpgradeableCurrency.

    Targets any IUpgradeableCurrency. The number of upgrades the player must make to any IUpgradeableCurrency is specified via Amount.

    Each time the player upgrades a IUpgradeableCurrency the progression is incremented by 1.

    Any upgrades to IUpgradeableCurrency made prior to the Goal becoming active will not count toward it's completion.

    Extends the base UpgradeGoal by implementing UpgradeGoal.IsValid to check that an IUpgradeableCurrency can be upgraded.

    See UpgradeAnyCurrencyGoalData

    UpgradeAnyCurrencyGoalData

    Contains the IGoalData for UpgradeAnyCurrencyGoal

    UpgradeAnyCurrencyGoalDataAsset

    UpgradeCurrenciesWithTagsGoal

    A IGoal that is complete when the player gets a certain number of upgrades for one or more IUpgradeableCurrency.

    The target IUpgradeableCurrency are specified with one or more Tag Ids via TagConsumerData. At runtime these Tag Ids are resolved into one or more IUpgradeableCurrency. The TargetAll flag is used to specify whether a target IUpgradeableCurrency needs to contain all, or just one of the specified Tag Ids.

    The cumulative number of upgrades the player must make to the target IUpgradeableCurrency after which the IGoal is complete. Specified via Amount.

    Each time the player upgrades a target IUpgradeableCurrency the progression is incremented by 1.

    Any upgrades to target IUpgradeableCurrency made prior to the IGoal becoming active will not count toward it's completion.

    This IGoal provides similar functionality to UpgradeAnyCurrencyGoal but allows for specific IUpgradeableCurrency to be targeted via Tags.

    See UpgradeCurrenciesWithTagsGoalData

    UpgradeCurrenciesWithTagsGoalData

    UpgradeCurrenciesWithTagsGoalDataAsset

    UpgradeCurrencyStateAction

    Removes the upgrade costs from the player and changes the upgrade level on the target Entity

    UpgradeException

    UpgradeGoal<TGoalData>

    An abstract base type that provides much of the shared functionality for IUpgradeableCurrency upgrade related Goals.

    The target is specified by the derived implementation of IsValid(IUpgradeableCurrency)`. The target number of upgrades is specified via the derived implementation of Amount. The IGoal will be progressed by 1 each time a target IUpgradeableCurrency is upgraded by the player.

    UpgradeLevelData

    Contains an array of upgrade requirements

    UpgradeRequirement

    Defines a ICurrency or IUpgradeableCurrency cost required to upgrade

    UserAcquisitionAnalyticsTrackingService

    The UserAcquisitionAnalyticsTrackingService is responsible for subscribing to actions related to user acquisition and logging analytics events using the IAnalyticsService.

    UserSavedData

    UserSavedData.LastActivityTime

    ValueToken

    WaitPlotPointAction

    WaitPlotPointActionData

    WaitPlotPointActionDataAsset

    WaitToBuyState

    WaitToCollectState

    WWWExtensions

    Structs

    AscensionRewardGroup

    A reward group contains a list of rewardIds and a certain AscensionScoreRequired is required before the IReward can be granted.

    CurrencyAmount

    A wrapper class that contains a ICurrency and its amount.

    GachaOdds

    GachaOdds is a data container of a IGachaSlot slot within an GachaReward. Contains references to rewardId, chance, slot, and the item itself.

    Interfaces

    IActivatable

    An IActivatable is an IEntity that can be activated, deactivated and reset, such as an ITrack.

    IActivatableData

    Contains the IEntityData associated with a certain IActivatable.

    IAscensionReward

    An IReward that is used during ascension. The AscensionScore can be used to determine what IRewards the user should receive.

    IAscensionRewardData

    The data associated with an IAscensionReward

    IAutoCollectState

    While in this IGeneratorState the associated IGeneratorEntity will collect generated ICurrency without any player input

    IAvatarCollection

    A collection of avatar objects with their sources. Used to separate avatars thematically and for easier management of a large amounts of avatars. A whole collection can be unlocked for the player, as well as individual avatars within it. The containing IAvatarCollection must be Unlocked and Obtained for the player to unlock individual Avatars.

    IAvatarCollectionData

    An IEntityData associated with an IAvatarCollection.

    IAvatarCollectionDataAsset<TData>

    The asset that contains IAvatarCollectionData.

    IAvatarCollectionSavedData

    ISavedData associated with an IAvatarCollection.

    IAvatarService

    An responsible for quick access to s.

    IAvatarsUnlockReward

    A type of IReward intended to unlock specific Avatars and/or IAvatarCollections for the player.

    IAvatarsUnlockRewardData

    IEntityData associated with an IAvatarsUnlockReward.

    IBaseCollectorBalanceData

    Contains the balance data shared between IGeneratorBalanceData and ICollectorBalanceData. See IGeneratorEntity. See ICollectorEntity.

    IBaseCollectorBalanceDataAsset<TData>

    The asset that contains the IBaseCollectorBalanceData.

    IBaseCollectorData

    Contains the data shared between IGeneratorData and ICollectorData. See IGeneratorEntity. See ICollectorEntity.

    IBaseCollectorDataAsset<TData>

    The asset that contains the IBaseCollectorData.

    IBaseCollectorEntity

    The primary purpose of any IBaseCollectorEntity is to produce an amount PayoutAmount of IPayoutEntity at a set interval, both defined inside the IBaseCollectorBalanceData.

    IStages can have 0 or more IBaseCollectorEntitys. IBaseCollectorEntitys must be Buy() before they begin generating IPayoutEntity.

    Once they are purchased (see Buy()) they will slowly progress over time based on their speed until they are ready to Collect(Int64).

    IBaseCollectorEntityData

    Contains the identifying data for an IGeneratorEntity or ICollectorEntity. These fields are used to define which IBaseCollectorData and IBaseCollectorBalanceData should be used.

    IBaseCollectorEntityDataAsset<TData>

    The asset that contains the IBaseCollectorEntityData

    IBaseCollectorEntitySavedData

    The ISavedData associated with a given IBaseCollectorEntity.

    IBoost

    A class that provides IModifier functionality that doesn't need to be tied to a specific entity and is, instead, its own entity.

    IBoostData

    Contains the data associated with a certain IBoost, which includes the data associated with the extended IModifier

    IBoostDataAsset<TData>

    The asset that contains the IBoostData

    IBoostSavedData

    Saved data associated with a given IBoost

    ICollectionReward

    ICollectionRewardData

    The data associated with ICollectionRewards.

    ICollectorBalanceData

    A set of ICollectorEntity balance properties used for a specific ICollectorEntity.

    ICollectorBalanceDataAsset<TData>

    The asset that contains the ICollectorBalanceData

    ICollectorData

    Contains the definition of a specific ICollectorEntity. This is best described as, "which collector is this?" This is the data that is likely to be constant when building ICollectorEntityData. The ICollectorBalanceData is likely to change from IStage to IStage, unlike the ICollectorData. See ICollectorEntity.

    ICollectorDataAsset<TData>

    The asset that contains the ICollectorData

    ICollectorEntity

    A Collector generates IPayoutEntity. IStages can have 0 or more ICollectorEntitys.

    An interface extending the IBaseCollectorEntity providing the base functionality.

    ICollectorEntityData

    Contains the IEntityData associated with a certain ICollectorEntity.

    ICollectorEntityDataAsset<TData>

    The asset that contains the ICollectorEntityData

    IConnectionStatusService

    A service intended for monitoring IdleKit's backend server connection status. The service works by evaluating the results of a number of recent chose backend service network requests to determine the health of the connection.

    IContent

    IContent defines game play data that a player could play through and their current progress/state in that content set. IContent allows the player to play IStages that are accessible from this IContent. IContents should be able to switch to other IContents with a different theme, game mode, etc.

    IContentData

    Contains data associated with a specific IContent

    IContentDataAsset<TData>

    The asset that contains the IContentData

    IContentSavedData

    Saved data for IContent

    ICurrency

    ICurrencyData

    Contains the data associated with a specific ICurrency

    ICurrencyDataAsset<TData>

    The asset that contains the ICurrencyData

    ICurrencyReward

    A basic IReward that can reward a range of ICurrency. IRangeRewardData

    ICurrencyRewardData

    The data associated with ICurrencyReward. See IRangeRewardData for additional information.

    ICurrencySavedData

    Saved data for ICurrency.

    ICurrencyService

    This IService manages all ICurrency controllers in the active IContent

    ICurrencyUnlockReward

    A basic IReward that can reward a range of ICurrency. This reward is meant to be used to "unlock" currencies and make them begin to appear in the IRandomObtainedCurrencyReward currency pools.

    ICurrencyUnlockRewardData

    The data associated with ICurrencyUnlockReward.

    ICustomPayoutReward

    A type of IReward which can run its own custom logic to pay out the player. An example of this can be see in the IAvatarsUnlockReward.

    IDynamicGoal

    An IGoal that will dynamically determine TargetProgression at runtime, as opposed to the non dynamic IGoal that determines the target from its IGoalData.

    IDynamicGoalData

    The IGoalData associated with an IDynamicGoal

    IEntity

    The definition of a controller (this) to a model (IEntityData). Each entity in IdleKit has a IEntity, IEntityData, IGuidReferenceableAsset, and an optional ISavedData.

    IEntityData

    Where IData defines data that should be serialized and later loaded, IEntityData adds a definition that this data will be the data model to a IEntity.

    An IEntityData may have it's own raw data or be a group of Ids to load that, together, provide the data required by the IEntitymade in CreateEntity().

    IEntityLoaderService

    Defines an IService that allows for loading of any IEntity.

    The IEntityLoaderService makes the assumption that the IData associated with the Entity being loaded has been stored inside the IDataService.

    IEntityResolver

    A specialized abstracted version of IdleKit.Core.ITypedResolver{T} that only allows resolving of IEntity granting limited accesses to the IContainer.

    IEventContent

    IEventContent is an extension of IContent that allows for tracking progression with IMilestones. IEventContent works with IEventSettings to allow progression towards IReward defined in IMilestones.

    IEventContentData

    Contains data associated with a specific IEventContent.

    IEventContentDataAsset<TData>

    The asset that contains the IEventContentData

    IEventLeaderboardsService

    Responsible for retrieving and setting information for leaderboards automatically generated for each active EventSettings.

    IEventService

    This IService helps with retrieving all or a particular IEventSettings.

    IEventSettings

    The IEventSettings is used to map IRewards between an IEventContents IMilestones and another IContent.

    It is recommended that this data be globally accessible in all IContent to reduce the risk of save or IReward claiming issues. Using this global mapping across IContent allows for only one set of IContent and associated data to be loaded at a time.

    IEventSettingsData

    Contains data associated with a specific IEventSettings.

    IEventSettingsDataAsset<TData>

    The asset that contains the IEventSettingsData

    IEventSettingsSavedData

    ISavedData for IEventSettings.

    IExchangeable

    An entity that has a value, or values, associated with it that can be used to perform exchanges.

    IExchangeRateMultiplier

    Allows an exchange rate to be calculated between two IExchangeable objects.

    IExchangeRateMultiplierData

    Contains the data associated with a certain IExchangeRateMultiplier

    IExchangeRateMultiplierDataAsset<TData>

    The asset that contains the IExchangeRateMultiplierData

    IFallbackRewardData

    A IReward that can fallback to a different one when it's contents cannot be rewarded.

    IGachaItem

    One possible item within a IGachaSlot each IGachaItem contains an IReward.

    IGachaReward

    A specific IReward that grants random IRewards to the player using the weights that GachaRewardData specifies.

    IGachaRewardData

    Contains the data associated with a specific IGachaReward

    IGachaSlot

    IGachaSlot are contained by IGachaReward. Each IGachaSlot contains a list of IGachaItem, each contains a single IReward. In the end, one IRewardfrom the IGachaSlot will be chosen based on the implementation.

    IGeneratorBalanceData

    A set of IGeneratorEntity balance properties used for a specific IGeneratorEntity.

    IGeneratorBalanceDataAsset<TData>

    The asset that contains the IGeneratorBalanceData

    IGeneratorData

    Contains the definition of a specific IGeneratorEntity. This is best described as, "which generator is this?" This is the data that is likely to be constant when building IGeneratorEntityData. The IGeneratorBalanceData and IGeneratorUnitTargetSequenceData are likely to change from IStage to IStage, unlike the IGeneratorData. See IGeneratorEntity. Because of this, you will likely use the id DataId as your ModifiableId instead of the controller's Id like most entities.

    IGeneratorDataAsset<TData>

    The asset that contains the IGeneratorData

    IGeneratorEntity

    A version of IBaseCollectorEntity that Automate() and allows the player to purchase generator units. Upon purchasing enough generator units the IGeneratorEntity would reach various IGeneratorUnitTargetData, that would grant additional IReward and modify the GetPayoutAmount(Boolean, IModifier[]) or GetDuration(Boolean, IModifier[]) that are defined in the GeneratorUnitTargetSequence.

    IGeneratorEntityData

    Contains the data associated with a specific IGeneratorEntity in a specific IStage. Each IGeneratorEntityData contains properties related to an IGeneratorUnitTargetSequenceData. For properties related to an IGeneratorEntity's payout, see IGeneratorBalanceData.

    IGeneratorEntityDataAsset<TData>

    The asset that contains the IGeneratorEntityData

    IGeneratorEntitySavedData

    Saved data for IGeneratorEntity.

    IGeneratorState

    IBaseCollectorEntity can be in various IGeneratorState. IAutoCollectState IProduceState IWaitToBuyState IWaitToCollectState

    IGeneratorUnitTargetData

    A numerical threshold for IGeneratorEntity Units that will give the player a IReward (and apply a IModifier to the IGeneratorEntity). An example would include getting 1000 customers for a Business/Generator which would result in a IGachaReward and a x5 modifier being applied to the IGeneratorEntity's payouts.

    IGeneratorUnitTargetDataAsset<TData>

    The asset that contains the IGeneratorUnitTargetData

    IGeneratorUnitTargetSequence

    Contains a sequential collection of IGeneratorUnitTargetDatas that are progressed through as the player buys IGeneratorEntity units.

    IGeneratorUnitTargetSequenceData

    Contains the data associated with a GeneratorUnitTargetSequence IGeneratorUnitTargetSequence

    IGeneratorUnitTargetSequenceDataAsset<TData>

    The asset that contains the IGeneratorUnitTargetSequenceData

    IGenericIAP

    An IEntity that is used for in app purchases

    IGenericIAPData

    Contains the IEntityData associated with a certain IGenericIAP.

    IGenericIAPDataAsset<TData>

    The asset that contains the IGenericIAPData

    IGenericIAPSavedData

    Saved data associated with a given IPromo

    IGlobalTrack

    A global ITrack which contains an ITrack. It overrides the regular ITrack's reward claiming logic to ensure its rewards are only claimable in one IContent, while the Track's IActivatables can still progress in different IContents.

    IGlobalTrackData

    Contains the IEntityData associated with a certain IGlobalTrack.

    IGlobalTrackDataAsset<TData>

    The asset that contains the IGlobalTrackData

    IGoal

    An IGoal is an IActivatable that is contained in an ITrack or one or more sequences in an IStage. The player can make progress towards an IGoals progression target. Once an IGoal progression target has been hit the IGoal can be claimed and the player can be rewarded.

    IGoalData

    Contains the data associated with a IGoal.

    IGoalDataAsset<TData>

    The asset that contains the IGoalData

    IGoalSavedData

    The ISavedData for ActiveGoals. There will be one pre active IGoal.

    IGoalTrack

    An ITrack whose list of IActivatables are IGoals.

    IGoalTrackData

    The data associated with a IGoalTrack.

    IIKInstaller

    An IdleKit specific version of the IInstaller containing methods to help bind or unbind IdleKit specific IAction, IService, and ILoadPhase.

    IIKMonoInstaller

    A MonoBehaviour version of the interface IIKInstaller.

    ILeaderboardsService

    Service intended for manipulating and retrieving data from player leaderboards.

    IMilestone

    IMilestones are IActivatables used to track progression through a IEventContent. Once a IMilestone has been completed, its associated rewards can be claimed.

    IMilestoneData

    Contains the IEntityData associated with a specific IMilestone.

    IMilestoneDataAsset<TData>

    The asset that contains the IMilestoneData

    IMilestoneSavedData

    Saved data for IMilestone.

    IMilestoneTrack

    An ITrack whose list of IActivatables are IMilestones.

    IMilestoneTrackData

    The data associated with a IMilestoneTrack.

    IMilestoneTrackSavedData

    The ISavedData associated with the IMilestoneTrack

    IModifiable

    A controller that implements this interface becomes a valid target for IModifier to affect. When currency, speed or other attribute of the IModifiable objects are being calculated, the IModifierData on the IModifier object would be applied. IModifiableData IModifier IModifierDataCollection

    IModifiableData

    This interface has to be implemented by the IEntityData class associated to the IEntity class that implements IModifiable. See IModifiable See IModifier See IModifierDataCollection

    IModifier

    An Entity that can modify values on the other Entities, specifically IModifiables. It is generally paired with IUpgradeable in order to ramp up modifiers as level increases. See IModifierDataCollection. See IModifiable. See IModifiableData. See IModifierService.

    IModifierCache

    A helper class that caches IModifiers for quick lookups.

    IModifierData

    IModifierDataCollection associated with its IModifier would contains multiple ModifierData. Each of the ModifierData would allow the IModifier to know how to affect the IModifiable.

    IModifierDataCollection

    Defines additional fields required by an entity's IEntityData if that entity has implemented IModifier's The values in this data are applied to the targets such as IStage and IGeneratorEntity that implement IModifiable See IModifier

    IModifierFormula

    This is used by the IStage and IGeneratorEntity to apply numeric logic against groups of IModifier objects. Given a target IModifiable this formula returns a value that represents the amount that all referenced IModifierData objects grouped by IModifierGroupData resolve down to. As of 1.0, IModifierFormulas are binded as singletons so there is the assumption only one instance of a type of IModifierFormula and IModifierFormulaData is available. IModifierFormulaData.formula = "base * 4 + ( modifierGroupId1 * modifierGroupId2 )"

    The above formula would replace "base" with baseAmount. It would also collect all IModifierData objects that target the referenced IModifierGroupData ids and resolve those amounts down to a single value per IModifierGroupData. Those values are injected in place of the ids. The result is a completely numeric formula that can then be parsed by the IModifierFormulaParser.

    IModifierFormulaData

    The data associated with a IModifierFormula

    IModifierFormulaDataAsset<TData>

    The data asset associated with IModifierFormulaData

    IModifierFormulaParser

    Parses a formula provided by IModifierFormula and returns a value

    IModifierGroupData

    A group of IModifierData objects for use in IModifierFormula parsing. Groups are created inversely by targeting the IModifierGroupData in the IModifierData objects.

    IModifierGroupDataAsset<TData>

    The data asset associated with IModifierGroupData

    IModifierService

    This IService manages and applies the IModifier and IModifiable.

    INonConsumableItem

    A basic sample of a non-consumable item.

    INonConsumableItemData

    Contains the data associated with a specific INonConsumableItem

    INonConsumableItemDataAsset<TData>

    The asset that contains the INonConsumableItemData

    INonConsumableItemSavedData

    Saved data for INonConsumableItem

    IPaymentVerification

    Interface to expose the Payment verification Data

    IPaymentVerificationConfig

    Interface to expose specific properties related to the Payment Verification workflow.

    IPayoutEntity

    An IEntity that can be granted to the player either as an IBaseCollectorEntity output or a reward associated with completing certain in-game action.

    IPayoutEntityData

    Marker interface for the IEntityData associated with an IPayoutEntity. This is only used in referencing IGuidReferenceableAsset.

    IPayoutProjection

    This utility class represents the global payout rates per-millisecond for each ICurrency in the game up until the TimeExpired timestamp. TimeExpired represents the timestamp at which a payout rate changes, such as a ITimedBoost expiring.

    IPlotPointAction

    IPlotPointFrameDatas contain a series of Plot Point Actions which can perform various animation and logical operations

    IPlotPointActionData

    Contains the data associated with a specific IPlotPointAction

    IPlotPointActionDataAsset

    The data asset associated with IPlotPointActionData

    IPlotPointActivationCondition

    IPlotPointActivationConditionData

    Contains the data associated with a IPlotPointActivationCondition

    IPlotPointActivationConditionDataAsset

    The data asset associated with IPlotPointActivationConditionData

    IPlotPointActivatorData

    Associates IPlotPointActivationConditionDatas with IPlotPointSequenceDatas

    IPlotPointActor

    Plot Point Frames contain a collection of Plot Point Actors which represent visual elements in the scene

    IPlotPointActorData

    A bundle of data used for populating an IPlotPointActor

    IPlotPointController

    This class is responsible for the visual representation of the IPlotPointSequenceData.

    IPlotPointData

    Interface for all forms of IData associated with Plot Points

    IPlotPointDataAsset

    The base interface for all IPlotPointData related data assets. This is only used when we do not (need to) specify the type of the PlotPointData that this IGuidReferenceableAsset contains in editor code.

    IPlotPointDataAsset<TPlotPointData>

    The interface for all IPlotPointData related data asset. This is implemented by all IPlotPointData's data asset classes.

    IPlotPointDataProvider

    Data provider for storing and retrieving various instances of IPlotPointData

    IPlotPointFrameData

    Frames are discrete collections of data that tell the IPlotPointController what visuals to display and what actions to perform

    IPlotPointFrameDataAsset

    The data asset associated with IPlotPointFrameData

    IPlotPointSequenceCollectionData

    Container class, associated with an IStage and a collection of IPlotPointActivatorDatas

    IPlotPointSequenceCollectionDataAsset

    The data asset associated with IPlotPointSequenceCollectionData

    IPlotPointSequenceCollectionSavedData

    Saved data for IPlotPointSequenceCollectionData, used to prevent the same plot points from activating multiple times

    IPlotPointSequenceData

    A collection of IPlotPointFrameData ids

    IPlotPointSequenceDataAsset

    The data asset associated with IPlotPointSequenceData

    IPlotPointService

    IService for managing all plot point related classes during runtime including LoadPlotPoints() and CleanupPlotPoints(Boolean)

    IProduceState

    While in this IGeneratorState, the associated IGeneratorEntity and move to a different IGeneratorState when it is done.

    IProjectionCalculator

    The helper class utilized by the IProjectionService that performs the actual projection calculations.

    IProjectionService

    A IService that is used to get projections of CurrencyAmount earned with respect to time, using the current global ICurrency payout per millisecond, and vice versa.

    IPromo

    An IEntity that can be shown to the player when some conditions are met.

    IPromoData

    Contains the IEntityData associated with a certain IPromo.

    IPromoDataAsset<TData>

    The asset that contains the IPromoData

    IPromoSavedData

    Saved data associated with a given IPromo

    IPromoService

    IPurchasePayload

    An interface to expose the fields of the Purchase Payload after making an IAP

    IRandomObtainedCurrencyReward

    A IReward that can reward a random ICurrency based on a set of ITagConsumerData. The ICurrency must be available and obtained to show up in the pool of valid rewards.

    IRandomObtainedCurrencyRewardData

    The data associated with IRandomObtainedCurrencyRewards.

    IRandomService

    This IService manages generation of random values. This service's functionality could be overriden so that the seeds and/or random values are generated server-side.

    IRandomUnobtainedCurrencyReward

    A IReward that can reward a random ICurrency based on a set of ITagConsumerData. The ICurrency must be available but not obtained to show up in the pool of valid rewards.

    IRandomUnobtainedCurrencyRewardData

    The data associated with IRandomUnobtainedCurrencyRewards.

    IRandomWeighted

    IRangeRewardData

    A IReward that gives a ranged amount.

    IRarityData

    This class currently acts as a special ITagData that can be identified by its type. For example, a RarityData is treated as a ITagData where only one can be applied to a single ICurrency. This is opposed to ICurrency tags where a single ICurrency can hold many ITagDatas. Them being separate types is also helpful for allowing the GuidReferenceAttribute control which of the two types can show up in which dropdowns in the Unity Inspector.

    IRarityDataAsset<TData>

    The asset that contains the IRarityData

    IReceiptValidation

    IReceiptValidationFailureResponse

    Dto to expose the failed serialized response of the Verification Payment

    IReceiptValidationSuccessResponse

    Dto to expose the success serialized response of the Verification Payment

    IReward

    IRewards are generally associated to with IGeneratorUnitTargetSequences and IGoals. They can be claimed when a target is hit in a IGeneratorUnitTargetSequence, when a IGoal is completed, or any other feats a player performs that give out awards. The IRewards can be deterministic, random, or even a IGachaReward.

    IRewardData

    The data associated with a IReward.

    IRewardDataAsset<TData>

    The asset that contains the IRewardData

    IRewardService

    This IService handles the loading and provides convenient way to fetch any IReward

    ISavedData

    The definition of an object that saves and loads the persistent state of an IEntity.

    This is an optional component of the IEntity structure if the IEntityData implementation also extends ISavedDataProvider.

    ISavedDataProvider

    The IData class that implements this interface implies that it is able to create an ISavedData.

    ISerializer

    Interface for serializing the data whether it is local or remote.

    IStage

    A IStage contains collections of IGeneratorEntitys and IGoals. A player progresses through a IStage by using the IGeneratorEntitys to generate ICurrency and completing IGoals. Once enough Goals have been completed the player can ascend to the next IStage.

    IStageData

    The data associated with a IStage.

    IStageDataAsset<TData>

    The asset that contains the IStageData

    IStageSavedData

    Saved data for a IStage.

    IStandardContent

    IStandardContent extends the basic IContent but adds ITrade, IStoreTimedReward, and IBoost functionality that are common in idle games.

    IStandardContentData

    Contains data associated with a specific IStandardContent.

    IStandardContentDataAsset<TData>

    The IContentDataAsset<TData> that contains the IStandardContentData

    IStandardContentFeatures

    A component interface utilize by the IStandardContent that provides additional functionality such as ITrade, IStoreTimedReward, and IBoost functionality that are common in idle games.

    IStandardContentSavedData

    ISavedData for IStandardContent.

    IStandardEventContent

    IStandardEventContent extends the basic IEventContent but adds additional functionality from IStandardContent.

    IStandardEventContentData

    The IEventContentData for the IStandardEventContent.

    IStandardEventContentDataAsset<TData>

    The IEventContentDataAsset<TData> that contains the IStandardEventContentData.

    IStartup

    This class should handle starting the game. It also provides some access to IContent related data to use when determining what IContent to load.

    IStoreEntity

    An IStoreEntity is an IEntity that can be purchased from the store. IStoreEntitys are loaded by the IStoreService.

    IStoreEntityData

    Contains the IEntityData associated with a certain IStoreEntity.

    IStoreReward

    A specific IStoreEntity that grants an IReward to the player when it is purchased using virtual currency in the Store.

    IStoreRewardData

    Contains the IEntityData associated with a certain IStoreReward.

    IStoreRewardDataAsset<TData>

    The asset that contains the IStoreRewardData

    IStoreService

    This IService handles the loading of IEntitys in the Store and provides convenient ways to fetch these entities by type.

    IStoreTimedReward

    An IReward that the player can claim periodically within the store.

    IStoreTimedRewardData

    The IEntityData associated with the IStoreTimedReward.

    IStoreTimedRewardSavedData

    The ISavedData associated with the IStoreTimedReward

    IStoreUpgradeableCurrencyCollection

    An IStoreEntity that provides a collection of Available and Obtained IUpgradeableCurrencys that the player can purchase using ICurrency in the Store. The IStoreUpgradeableCurrencyCollection is defined per IStage and regularly refreshes after a specified duration.

    IStoreUpgradeableCurrencyCollectionData

    Contains the IEntityData associated with a certain IStoreUpgradeableCurrencyCollection.

    IStoreUpgradeableCurrencyCollectionDataAsset<TData>

    The asset that contains the IStoreUpgradeableCurrencyCollectionData

    IStoreUpgradeableCurrencyCollectionSavedData

    Saved data associated with a given IStoreUpgradeableCurrencyCollection

    ITagConsumerData

    A utility interface that can be used by the IEntityData of any Entity which looks up other IEntity by Tag Id.

    ITagData

    ITagDatas are used to give an object a qualifier to be compared to. See TagDatas.

    ITagDataAsset<TData>

    The asset that contains the ITagData

    ITaggedEntity

    An IEntity that contains TagDatas information, that will be used when an another IEntity attempts any ITagData targeting logic.

    ITaggedEntityData

    An interface that specifies that the IEntityData must contain a list of TagIds referring to certain ITagDatas.

    ITagRewardData

    A IReward that uses ITagConsumerData to filter the potential ICurrencys it can grant.

    ITagService

    A centralized IService that deals with all ITagData related logic.

    ITimedActivatable

    A controller that has timer functionality to activate and deactivate an IActivatable.

    ITimedActivatableData

    Contains the data associated with a certain ITimedActivatable.

    ITimedActivatableDataAsset<TData>

    The asset that contains the ITimedActivatableData.

    ITimedActivatableSavedData

    Contains the ISavedData associated with a certain ITimedActivatable.

    ITimedBoost

    A class that provides IModifier functionality that doesn't need to be tied to a specific entity and is, instead, its own entity. Activation and deactivation of the IModifier is controlled via a subscription to the ITimerService.

    ITimedBoostData

    Contains the data associated with a certain ITimedBoost, which includes the data associated with the extended IModifier

    ITimedBoostDataAsset<TData>

    The asset that contains the ITimedBoostData

    ITimedBoostSavedData

    Saved data associated with a given ITimedBoost

    ITimedTrack

    An ITimedActivatable whose Activatable is an ITrack.

    ITimedTrackData

    The data associated with a ITimedTrack.

    ITimedTrackDataAsset<TData>

    The asset that contains the ITimedTrackData

    ITimedTrackSavedData

    The ISavedData associated with the ITimedTrack

    ITimerListener

    A class that is able to receive updates and event callbacks from the ITimerService. This class wraps an ITimerSubscription that contains subscription information.

    ITimerService

    ITimerService manages the Subscribe(ITimerListener) and Unsubscribe(ITimerListener) of ITimerListeners and notify them when time updates or timed events happen.

    ITimerSubscription

    This interface contains all the timer subscription information necessary for an ITimerListener to be used inside the ITimerService. It is intentional that only Duration and StartTimestamp as the other time related getters just calculate of those values.

    ITimeSkipReward

    ITimeSkipReward is an IReward that grants the player their projected amount of ICurrency earnings based on the Duration specified. ITimeSkipRewards can only be claimed if there are IPayoutProjections, i.e. automated IGeneratorEntitys.

    ITimeSkipRewardData

    The data associated with a ITimeSkipReward.

    IToken

    ITrack

    An ITrack contains a list of IActivatables. A player progresses through the ITrack by completing the individual IActivatables sequentially. See Activatables.

    ITrackData

    Contains the IEntityData associated with a certain ITrack.

    ITrackDataAsset<TData>

    The asset that contains the ITrackData.

    ITrackSavedData

    Contains the ISavedData associated with a certain ITrack.

    ITrackService

    This IService helps with loading and retrieving ITracks.

    ITrade

    ITrades provide functionality allowing a player to exchange one ICurrency for another. The input and output ICurrencys that make up a ITrade are specified via tag Ids held in the ITradeData. This allows for multiple input and output ICurrencys to be specified on each ITrade. For example, a ITrade could be authored to exchange any ICurrencys tagged with both "Common" and "Generator" for a certain amount of "Soft" ICurrency.

    ITradeData

    Contains the IEntityData associated with a certain ITrade.

    ITradeDataAsset<TData>

    The asset that contains the ITradeData

    ITradeService

    ITrigger

    A condition for an IPromo to be triggered by.

    ITriggerData

    Contains the IEntityData associated with a certain ITrigger.

    ITriggerDataAsset<TData>

    The asset that contains the ITriggerData

    IUnlockable

    Marks an IEntity as an IUnlockable so that the entity can be disabled during some in-game functions, such as a ICurrency that cannot be granted until it is Available or forcefully Obtained through a tutorial.

    IUnlockableSavedData

    Defines additional fields for a ISavedData that is associated with an IEntity that implements IUnlockable

    IUpgradeable

    This interface can be implemented by Entities that can be upgraded. An Upgradeable Entity will have to track an upgrade level which can be used to retrieve relevant data. In IdleKit, IUpgradeables are generally also IModifiers, tying UpgradeLevel progression to the ModifierDataIndex progression.

    IUpgradeableCurrency

    A more complex currency that can be upgraded and modify other Entities based on its upgrade level.

    IUpgradeableCurrencyData

    Contains the data associated with an IUpgradeableCurrency

    IUpgradeableCurrencyDataAsset<TData>

    The asset that contains the IUpgradeableCurrencyData

    IUpgradeableCurrencySavedData

    Saved data for IUpgradeableCurrency

    IUpgradeableData

    Contains the data associated to an Upgradeable Entity IUpgradeable

    IUpgradeableSavedData

    Saved data for IUpgradeable

    IUpgradeLevelData

    Contains an array of IUpgradeRequirements. Used by IUpgradeables to decide when an upgrade is available.

    IUpgradeRequirement

    Defines a cost required to upgrade an IUpgradeable Entity such as a ICurrency or IUpgradeableCurrency

    IUserSavedData

    ISavedData for the Player/User not related to any IEntity. This can be used to store all player preference in the future.

    IWaitToBuyState

    While in this IGeneratorState the associated IGeneratorEntity can only be purchased by the player

    IWaitToCollectState

    While in this IGeneratorState the generated ICurrency created by associated IGeneratorEntity can be collected by the player

    Enums

    ModifierGroupOperation

    NetworkConnectionStatus

    PlotPointActionState

    The potential states of an action

    PlotPointLayer

    Delegates

    BaseActorDataSetHandler

    FramePlayedHandler

    FrameSetHandler

    SequenceCompletedHandler

    SequenceEndedHandler

    SequenceLoadedHandler

    SequenceQueuedHandler

    SequenceStartedHandler

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