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ProjectVGameplayCompletionView class

The result of a run, sent with IProjectVGameplayDataPresenter.CompleteAsync. When you use IProjectVGameplayDataPolicy.CompleteObservedAsync, the SDK builds it for you.

Namespace: SilverTiger.ProjectV.Unity.Presentation.Gameplay

public sealed class ProjectVGameplayCompletionView

Constructors​

ProjectVGameplayCompletionView(ProjectVGameplayDataOutcome outcome, long rawSessionExperience, IReadOnlyList<string> defeatedDropIds, ProjectVGameplayTelemetryView telemetry, long? enemiesDefeated, IReadOnlyList<ProjectVGameplayClientRewardView>? clientRewards)​

Creates a run result. The lists are copied.

public ProjectVGameplayCompletionView(ProjectVGameplayDataOutcome outcome, long rawSessionExperience, IReadOnlyList<string> defeatedDropIds, ProjectVGameplayTelemetryView telemetry, long? enemiesDefeated = null, IReadOnlyList<ProjectVGameplayClientRewardView>? clientRewards = null);

Parameters

NameTypeDescription
outcomeProjectVGameplayDataOutcomeHow the run ended.
rawSessionExperiencelongExperience earned in the run before any bonus; 0 or more.
defeatedDropIdsIReadOnlyList<string>Slot IDs of the reward enemies defeated. Empty for a win: the server grants every drop.
telemetryProjectVGameplayTelemetryViewHealth and armor at the end of the run.
enemiesDefeatedlong?How many enemies the run defeated, from 0 to 1024; null when not counted.
clientRewardsIReadOnlyList<ProjectVGameplayClientRewardView>?The picked-up rewards when trust client rewards is on; null when it is off. An empty list means no rewards.

Exceptions

ExceptionWhen
ArgumentNullExceptiondefeatedDropIds or telemetry is null.
ArgumentExceptionclientRewards contains a null entry.

Properties​

PropertyTypeDescription
OutcomeProjectVGameplayDataOutcomeHow the run ended.
RawSessionExperiencelongExperience earned in the run before any bonus.
DefeatedDropIdsIReadOnlyList<string>Slot IDs of the reward enemies defeated before the run ended; empty for a win.
TelemetryProjectVGameplayTelemetryViewHealth and armor at the end of the run.
EnemiesDefeatedlong?How many enemies the run defeated; used only for star objectives. Null when not counted, which fails star objectives that need a kill count.
ClientRewardsIReadOnlyList<ProjectVGameplayClientRewardView>?The picked-up rewards for trust client rewards; null when not used. An empty list means no rewards.