Options
All
  • Public
  • Public/Protected
  • All
Menu

Class BuildingUnlockTracker

Tracks when new buildings are unlocked

Hierarchy

Index

Constructors

constructor

Methods

computeBuildingAvailabilitiesInitially

  • computeBuildingAvailabilitiesInitially(): void
  • Initial computation of the available buildings

    Returns void

deserialize

  • deserialize(data: any): "stats data empty" | "missing key lastTrackedAvailableBuildings" | "missing key newlyUnlockedBuildings"
  • Parameters

    • data: any

    Returns "stats data empty" | "missing key lastTrackedAvailableBuildings" | "missing key newlyUnlockedBuildings"

getBadges

  • getBadges(): any
  • Returns the buildings ids which are newly unlocked and thus should have a badge

    Returns any

onStructurePlaced

  • onStructurePlaced(structure: any): void
  • Callback when a structure got placed, checks if any new buildings are available

    Parameters

    • structure: any

    Returns void

onStructureUpgraded

  • onStructureUpgraded(entity: any): void
  • Callback when a structure got upgraded, rechecks availabilities (because the playerbase unlocks new buildings)

    Parameters

    • entity: any

    Returns void

recomputeAvailableBuildings

  • recomputeAvailableBuildings(): void
  • Recomputes the available buildings

    Returns void

serialize

  • serialize(): object
  • Returns object

    • lastTrackedAvailableBuildings: any
    • newlyUnlockedBuildings: any

Static getCachedSchema

  • getCachedSchema(): any

Static getId

  • getId(): void

Static getJsonSchema

  • getJsonSchema(): object
  • Returns object

    • additionalProperties: boolean
    • properties: any
    • required: string[]
    • type: string

Static getSchema

  • getSchema(): object

Static verify

  • verify(data: any): string