DestinyObjectiveDefinition class
Defines an "Objective".
An objective is a specific task you should accomplish in the game. These are referred to by:
-
Quest Steps (which are DestinyInventoryItemDefinition entities with Objectives)
-
Challenges (which are Objectives defined on an DestinyActivityDefintion)
-
Milestones (which refer to Objectives that are defined on both Quest Steps and Activities)
-
Anything else that the designers decide to do later.
Objectives have progress, a notion of having been Completed, human readable data describing the task to be accomplished, and a lot of optional tack-on data that can enhance the information provided about the task.
Constructors
Properties
- allowNegativeValue ↔ bool
-
If true, the value is allowed to go negative.
read / write
- allowOvercompletion ↔ bool
-
If True, the progress will continue even beyond the point where the objective
met its minimum completion requirements. Your UI will have to accommodate it.
read / write
- allowValueChangeWhenCompleted ↔ bool
-
If true, you can effectively "un-complete" this objective if you lose progress
after crossing the completion threshold. [...]
read / write
- completedValueStyle ↔ int
-
The style to use when the objective is completed.
read / write
- completionValue ↔ int
-
The value that the unlock value defined in unlockValueHash must reach in order
for the objective to be considered Completed. Used in calculating progress and
completion status.
read / write
- displayProperties ↔ int
-
Ideally, this should tell you what your task is. I'm not going to lie to you
though. Sometimes this doesn't have useful information at all. Which sucks, but
there's nothing either of us can do about it.
read / write
- hash ↔ int
-
The unique identifier for this entity. Guaranteed to be unique for the type of
entity, but not globally. [...]
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- index ↔ int
-
The index of the entity as it was found in the investment tables.
read / write
- inProgressValueStyle ↔ int
-
The style to use when the objective is still in progress.
read / write
- isCountingDownward ↔ bool
-
If true, completion means having an unlock value less than or equal to the
completionValue. [...]
read / write
- locationHash ↔ int
-
OPTIONAL: a hash identifier for the location at which this objective must be
accomplished, if there is a location defined. Look up the
DestinyLocationDefinition for this hash for that additional location info. [...]
read / write
- minimumVisibilityThreshold ↔ int
-
If nonzero, this is the minimum value at which the objective's progression
should be shown. Otherwise, don't show it yet.
read / write
- perks ↔ int
-
If this objective enables Perks intrinsically, the conditions for that enabling
are defined here.
read / write
- progressDescription ↔ String
-
Text to describe the progress bar.
read / write
- redacted ↔ bool
-
If this is true, then there is an entity with this identifier/type combination,
but BNet is not yet allowed to show it. Sorry!
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- scope ↔ int
-
A shortcut for determining the most restrictive gating that this Objective is
set to use. This includes both the dynamic determination of progress and of
completion values. See the DestinyGatingScope enum's documentation for more
details.
read / write
- showValueOnComplete ↔ bool
-
If True, you should continue showing the progression value in the UI after it's
complete. I mean, we already do that in BNet anyways, but if you want to be
better behaved than us you could honor this flag.
read / write
- stats ↔ int
-
If this objective enables modifications on a player's stats intrinsically, the
conditions are defined here.
read / write
- valueStyle ↔ int
-
The UI style applied to the objective. It's an enum, take a look at
DestinyUnlockValueUIStyle for details of the possible styles. Use this info as
you wish to customize your UI.
read / write
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 ==(
Object other) → bool -
The equality operator. [...]
inherited