Hierarchy (view full)

Constructors

Properties

#notFoundList: any[] = []
#playerRewardsList: PlayerReward[] = []
#playerRewardsMap: Record<string, PlayerReward> = {}
#rewardsList: Reward[] = []
#rewardsMapID: Record<number, Reward> = {}
#rewardsMapTag: Record<string, Reward> = {}
#syncManager: SyncManager
_events: EventLite = ...

Accessors

Methods

  • Parameters

    • idOrTag: string | number

    Returns PlayerRewardInfo

  • Parameters

    • playerRewards: PlayerReward[]
    • notSentGivenRewards: RewardToIncrement[]
    • notSentAcceptedRewards: RewardToIncrement[]

    Returns void

  • Parameters

    • input: Omit<AcceptPlayerRewardInput, "platformData">

    Returns Promise<AcceptPlayerRewardOutput>

  • Parameters

    • input: Omit<GivePlayerRewardInput, "platformData"> & {
          lazy?: boolean;
      }

    Returns Promise<GivePlayerRewardOutput>