Working with missions in-game
When you have created one or several missions, you can use these functions to use them in your game.
You get the missionID needed to start the mission by calling;
Unity
LootLockerSDKManager.GetAllMissions(Action <LootLockerGetAllMissionsResponse> onComplete)
When you have the ID of the mission you want to start, you can use this function;
Unity
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int missionID = 0;
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LootLockerSDKManager.StartMission(missionID, (response) =>
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{
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if (response.success)
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{
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Debug.Log("Mission succesfully started!");
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}
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else
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{
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Debug.Log("Error, could not start mission:" + response.Error);
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}
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});
To finish a mission, you must first start a mission, and then send the missionSignature as a parameter when ending the mission.
Unity
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int missionID = 0;
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string missionSignature = "eee411109a229046154bc9d75265a9ccb23a3a9c"; // Received when calling LootLockerSDKManager.StartMission()
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string playerID = "1234";
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LootLockerFinishingPayload payload = new LootLockerFinishingPayload();
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payload.finish_time = "10";
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LootLockerSDKManager.FinishMission(missionID, missionSignature, playerID, payload, (response) =>
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{
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if (response.success)
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{
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Debug.Log("Mission finished!");
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}
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else
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{
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Debug.Log("Error, could not finish mission:" + response.Error);
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}
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});
Unity
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LootLockerSDKManager.GetAllMissions((response) =>
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{
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if (response.success)
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{
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Debug.Log("Succesfully recieved all missions:");
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for (int i = 0; i < response.missions.Length; i++)
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{c#
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Debug.Log(response.missions[i].asset_id);
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}
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}
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else
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{
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Debug.Log("Error, could not fetch missions:" + response.Error);
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}
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});
Get information about a single mission
Unity
1
int missionID = 0;
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LootLockerSDKManager.GetMission(missionID, (response) =>
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{
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if (response.success)
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{
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Debug.Log("Succesfully recieved mission");
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Debug.Log(response.mission.difficulty_name);
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}
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else
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{
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Debug.Log("Error, could not fetch mission:" + response.Error);
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}
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});
Last modified 3mo ago