// Copyright Epic Games, Inc. All Rights Reserved. // This file is automatically generated. Changes to this file may be overwritten. namespace Epic.OnlineServices.Achievements { /// /// Contains information about a collection of stat threshold data. /// /// The threshold will depend on the stat aggregate type: /// LATEST (Tracks the latest value) /// MAX (Tracks the maximum value) /// MIN (Tracks the minimum value) /// SUM (Generates a rolling sum of the value) /// /// public class StatThresholds : ISettable { /// /// The name of the stat. /// public string Name { get; set; } /// /// The value that the stat must surpass to satisfy the requirement for unlocking an achievement. /// public int Threshold { get; set; } internal void Set(StatThresholdsInternal? other) { if (other != null) { Name = other.Value.Name; Threshold = other.Value.Threshold; } } public void Set(object other) { Set(other as StatThresholdsInternal?); } } [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)] internal struct StatThresholdsInternal : ISettable, System.IDisposable { private int m_ApiVersion; private System.IntPtr m_Name; private int m_Threshold; public string Name { get { string value; Helper.TryMarshalGet(m_Name, out value); return value; } set { Helper.TryMarshalSet(ref m_Name, value); } } public int Threshold { get { return m_Threshold; } set { m_Threshold = value; } } public void Set(StatThresholds other) { if (other != null) { m_ApiVersion = AchievementsInterface.StatthresholdsApiLatest; Name = other.Name; Threshold = other.Threshold; } } public void Set(object other) { Set(other as StatThresholds); } public void Dispose() { Helper.TryMarshalDispose(ref m_Name); } } }