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getLeaderboardChangeKeys

Definition


-- @/lua/ge/extensions/gameplay/missions/progress.lua:1052

M.getLeaderboardChangeKeys = function(missionId)
  local mission = gameplay_missions_missions.getMissionById(missionId)
  local ret = {}
  if not mission then
    return ret
  end
  ret['recent'] = 'newRecentLeaderboardEntryKey'
  for _, elem in ipairs(mission.autoAggregates) do
    if elem.leaderboardKey and elem.newLeaderboardEntryKey then
      ret[elem.leaderboardKey] = elem.newLeaderboardEntryKey
    end
  end
  return ret
end

Callers

@/lua/ge/extensions/flowgraph/modules/uiModule.lua
  prog.progressKey = key
  prog.leaderboardChangeKeys = gameplay_missions_progress.getLeaderboardChangeKeys(mission.id)
  local dnq = prog.leaderboardKey == 'highscore' and not (change and change.aggregateChange.newBestKeysByKey[prog.leaderboardChangeKeys['highscore']])
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
    missionData.progressKey = key
    missionData.leaderboardChangeKeys = gameplay_missions_progress.getLeaderboardChangeKeys(self.mgr.activity.id)
    local dnq = missionData.leaderboardKey == 'highscore' and not missionData.aggregateChange.aggregateChange.newBestKeysByKey[missionData.leaderboardChangeKeys['highscore']]
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
    missionData.progressKey = key
    missionData.leaderboardChangeKeys = gameplay_missions_progress.getLeaderboardChangeKeys(self.mgr.activity.id)
    local dnq = missionData.leaderboardKey == 'highscore' and not missionData.aggregateChange.aggregateChange.newBestKeysByKey[missionData.leaderboardChangeKeys['highscore']]