Implement Heroes In-Game
It is important to note that Hero ID's are Globally unique!
Create Heroes
int heroID = 1;
string heroName = "Mage";
LootLockerSDKManager.CreateHero(heroID, heroName, true,(response) =>
{
if (!response.success)
{
Debug.Log("Could not create Hero");
return;
}
});
To see what data gets returned, please refer to our refs documentation.
Update Heroes
string heroID = "1";
string heroName = "Mage";
LootLockerSDKManager.UpdateHero(heroID, heroName, true, (response) =>
{
if (!response.success)
{
Debug.Log("Could not update Hero");
return;
}
});
List Player Heroes
LootLockerSDKManager.ListPlayerHeroes((response) =>
{
if (!response.success)
{
Debug.Log("Could not list Player Heroes");
return;
}
});
List Game Heroes
LootLockerSDKManager.GetGameHeroes((response) =>
{
if (!response.success)
{
Debug.Log("Could not get Game Heroes");
return;
}
});
Get Hero loadout
LootLockerSDKManager.GetHeroLoadout((response) =>
{
if (!response.success)
{
Debug.Log("Could not get Hero Loadout");
return;
}
});
Get Other Players Hero loadout
int heroID = 2;
LootLockerSDKManager.GetOtherPlayersHeroLoadout(heroID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not get Hero Loadout");
return;
}
});
Equip Asset to Default Hero
int heroID = 2;
int assetInstanceID = 152;
LootLockerSDKManager.AddAssetToHeroLoadout(heroID, assetInstanceID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not add Asset to Hero Loadout");
return;
}
});
Equip Asset to Hero
int heroID = 2;
int assetInstanceID = 152;
LootLockerSDKManager.AddAssetToHeroLoadout(heroID, assetInstanceID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not add Asset to Hero Loadout");
return;
}
});
Unequip Asset from Default Hero
string heroID = "2";
int assetInstanceID = 152;
LootLockerSDKManager.RemoveAssetFromHeroLoadout(assetInstanceID, heroID, (response) =>
{
if (!response.success)
{
Debug.Log("Could not unequip Asset to Hero Loadout");
return;
}
});
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