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 Character
Create a Character based on a Base Class.
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 a Character
Update a Character's name or default setting.
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
List all Class types and their Default Loadouts.
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
List all Characters associated to a player. 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 Character Loadouts, 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 Character Loadout
Retrieve the Loadout of another player's Character Class.
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
Equip an Asset to the default selected Character 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
Use this API call to equip an Asset to a specific Base 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
Use this API call to unequip an Asset from the default selected Base 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
List the contexts that the default Base Class can equip.
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.
Last updated