Implement Classes In-Game
Currently the In-Game implementation has not been renamed, so you will see 'Character' in a lot of our functions.
Create Classes
string characterTypeID = "5";
string characterName = "Mage";
LootLockerSDKManager.CreateCharacter(characterTypeID, characterName, true, (response) =>
{
if (!response.success)
{
Debug.Log("Could not create Character");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Update Class
string characterID = "5";
string characterName = "Mage";
LootLockerSDKManager.UpdateCharacter(characterID, characterName, true, (response) =>{
if (!response.success)
{
Debug.Log("Could not update Character");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
List Class Types
LootLockerSDKManager.ListCharacterTypes((response) =>
{
if (!response.success)
{
Debug.Log("Could not list Character types");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
List Player Classes
If your game uses heroes the characters underlying the heroes will be listed too.
LootLockerSDKManager.ListPlayerCharacters((response) =>
{
if (!response.success)
{
Debug.Log("Could not list Characters");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Get Class loadout
This call will return all characters loadouts for a game, and have some additional information on the characters.
LootLockerSDKManager.GetCharacterLoadout((response) =>
{
if (!response.success)
{
Debug.Log("Could not list Character loadouts");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Get Other Players Class loadout
string playerID = "10";
LootLockerSDKManager.GetOtherPlayersCharacterLoadout(playerID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not get other players loadout");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Equip Asset to Default Class
string assetID = "15120";
LootLockerSDKManager.EquipIdAssetToDefaultCharacter(assetID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not equip asset");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Equip Asset to Class
string characterID = "10";
string assetID = "15120";
LootLockerSDKManager.EquipIdAssetToCharacter(characterID, assetID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not equip asset");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Unequip Asset from Default Class
LootLockerSDKManager.UnEquipIdAssetToCharacter(assetID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not unequip asset");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
Get Equippable Contexts to Default Class
LootLockerSDKManager.GetEquipableContextToDefaultCharacter((response) =>
{
if (!response.success)
{
Debug.Log("Could not get equippable Contexts");
return;
}
});
To see what data gets returned, please refer to our Reference Documentation.
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