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']]