Hierarchy (view full)

Constructors

Properties

#achievements: Achievement[] = []
#achievementsGroups: AchievementsGroup[] = []
#achievementsGroupsMap: Record<number, AchievementsGroup> = {}
#achievementsMapID: Record<number, Achievement> = {}
#achievementsMapTag: Record<string, Achievement> = {}
#alreadyUnlocked: Set<number> = ...
#playerAchievements: PlayerAchievement[] = []
#playerAchievementsMap: Record<number, PlayerAchievement> = {}
#setProgressTimeouts: Record<string, number> = {}
#setProgressTransactions: Record<string, Transaction<UnlockPlayerAchievementOutput>> = {}
#settings: AchievementsSettings
#syncManager: SyncManager
#unlockTransactions: Record<string, Transaction<UnlockPlayerAchievementOutput>> = {}
_events: EventLite = ...

Accessors

Methods

  • Parameters

    • __namedParameters: {
          scrollTo?: string | number;
      } = {}
      • Optional scrollTo?: string | number

    Returns Promise<void>

  • Parameters

    • input: PlayerSetAchievementProgressInput

    Returns Promise<UnlockPlayerAchievementOutput>

  • Parameters

    • input: Omit<UnlockPlayerAchievementInput, "platformData">

    Returns Promise<UnlockPlayerAchievementOutput>