DestinyMilestoneRewardCategoryDefinition class

The definition of a category of rewards, that contains many individual rewards.

Constructors

DestinyMilestoneRewardCategoryDefinition()

Properties

categoryHash ↔ int
Identifies the reward category. Only guaranteed unique within this specific component!
read / write
categoryIdentifier ↔ String
The string identifier for the category, if you want to use it for some end. Guaranteed unique within the specific component.
read / write
displayProperties ↔ int
Hopefully this is obvious by now.
read / write
order ↔ int
If you want to use BNet's recommended order for rendering categories programmatically, use this value and compare it to other categories to determine the order in which they should be rendered. I don't feel great about putting this here, I won't lie.
read / write
rewardEntries ↔ Map<int, DestinyMilestoneRewardEntryDefinition>
If this milestone can provide rewards, this will define the sets of rewards that can be earned, the conditions under which they can be acquired, internal data that we'll use at runtime to determine whether you've already earned or redeemed this set of rewards, and the category that this reward should be placed under.
read / write
hashCode → int
The hash code for this object.
read-only, inherited
runtimeType → Type
A representation of the runtime type of the object.
read-only, inherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed.
inherited
toString() → String
Returns a string representation of this object.
inherited

Operators

operator ==(dynamic other) → bool
The equality operator.
inherited