Player Progressions
Player progressions are progressions that the player is currently on, your game may have many progressions but the player doesn't necessarily progress through all of them at a given time, some may need to be unlocked or may be mutually exclusive.
Starting a progression for a player is as easy as just starting to add points to it or using our RegisterPlayerProgression (Unity only) method. That progression will then be listed when retrieving progressions for that player.
Registering Player Progressions
string progressionKey = "global_exp";
LootLockerSDKManager.RegisterPlayerProgression(progressionKey, (response) =>
{
if(!response.success)
{
Debug.Log("Error Regisering progression!");
Debug.Log(response.errorData.ToString());
return;
}
Debug.Log("Progression Registered successfully!");
});
Retrieving player progressions
Retrieving a single player progression using the progression key
string progressionKey = "mage";
LootLockerSDKManager.GetPlayerProgression(progressionKey, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Output the player level and show how much points are needed to progress to the next tier
Debug.Log($"The player is currently level {response.step}");
if (response.next_threshold != null)
{
Debug.Log($"Points needed to reach next level: {response.next_threshold - response.points}");
}
});
Above is an example of how to implement retrieval of a single player progression using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or xp gain.
Progression Key is required for this node so connect it from a variable or remove the reroute node and hard code a value in the node.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The retrieved progression provides the id, key, and name of the progression. It also provides properties that tell you the place in the progression ladder, among that current amount of points, the previous threshold (points needed to achieve this level), next threshold (points needed to achieve next level), step (number of points between levels), as well as the date of the last level up.
Retrieving all player progressions
LootLockerSDKManager.GetPlayerProgressions(response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Output the player level and show how much points are needed to progress to the next tier for all player progressions
foreach (var playerProgression in response.items)
{
Debug.Log($"Current level in {playerProgression.progression_name} is {playerProgression.step}");
if (playerProgression.next_threshold != null)
{
Debug.Log($"Points needed to reach next level in {playerProgression.progression_name}: {playerProgression.next_threshold - playerProgression.points}");
}
}
});
Above is an example of how to implement retrieval of multiple player progressions using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The response is a list of progressions as well as pagination data (for information on how to use that see the section on it). The returned progressions contain the needed information on each progression that you may want to use for display or flow control.
Retrieving player progressions using count
Count can be used to limit the number of entries returned.
int count = 20;
LootLockerSDKManager.GetPlayerProgressions(count, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Output the player level and show how much points are needed to progress to the next tier for all player progressions
foreach (var playerProgression in response.items)
{
Debug.Log($"Current level in {playerProgression.progression_name} is {playerProgression.step}");
if (playerProgression.next_threshold != null)
{
Debug.Log($"Points needed to reach next level in {playerProgression.progression_name}: {playerProgression.next_threshold - playerProgression.points}");
}
}
});
Paginating through player progressions
You can use "after" parameter to paginate if the player is on many progressions.
int numberOfItemsPerPage = 10;
LootLockerPaginatedPlayerProgressionsResponse playerProgressions;
void Start()
{
LootLockerSDKManager.StartGuestSession(_ =>
{
// Fetch the initial player progressions list
LootLockerSDKManager.GetPlayerProgressions(numberOfItemsPerPage, response =>
{
if (!response.success)
{
Debug.Log("Failed: " + response.Error);
}
if (response.pagination.total == 0)
{
Debug.Log("Your player does not have any progressions, start them by giving some exp to the player");
}
playerProgressions = response;
});
});
}
void Update()
{
if (playerProgressions == null) return;
// Fetch the next page if more player progressions exist
if (Input.GetKeyDown(KeyCode.RightArrow) && playerProgressions.pagination.next_cursor != null)
{
LootLockerSDKManager.GetPlayerProgressions(numberOfItemsPerPage, playerProgressions.pagination.next_cursor, response =>
{
if (!response.success)
{
Debug.Log("Failed: " + response.Error);
}
playerProgressions = response;
Debug.Log($"Paginating right, got {playerProgressions.items.Count} player progressions");
});
}
// Fetch the previous page if we are not on the first page
if (Input.GetKeyDown(KeyCode.LeftArrow) && playerProgressions.pagination.previous_cursor != null)
{
LootLockerSDKManager.GetPlayerProgressions(numberOfItemsPerPage, playerProgressions.pagination.previous_cursor, response =>
{
if (!response.success)
{
Debug.Log("Failed: " + response.Error);
}
playerProgressions = response;
Debug.Log($"Paginating left, got {playerProgressions.items.Count} player progressions");
});
}
}
Above is an example of how to implement retrieval of multiple player progressions supplying a count to limit the number of progressions to receive and supplying a cursor into the after parameter to paginate using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
To use pagination you should supply a value to the after parameter and optionally a value to the count parameter. For an explanation, see below.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The response contains a list of progressions. The returned progressions contain the needed information on each progression that you may want to use for display or flow control.
The response also contains pagination data which you use as follows.
Usage example
Understanding pagination for the first time can be a challenge. So an example can help.
Say you have 50 progressions to receive. You can do this with pagination like this:
Trigger the GetPlayerProgressions node with a count parameter of 10.
Use the 10 progression items returned as you want (for example display in the UI). Note that out of your 50 progressions, these are progressions 1-10.
Save the returned pagination data to make the next request. The most important here is the "Next Cursor" property. This is the value that you need to submit to subsequent GetPlayerProgressions calls to "offset" the call to start at the next progression item after the ones you've already received.
Trigger the GetPlayerProgressions node again with a count of 10 but now also input the value "Next Cursor" into the after parameter. This tells the node to start off where it finished last time.
Use the 10 new progression items returned as you want. Note that this time it is progressions 11-20 of your 50 progressions.
Again, save the returned pagination data so that you can make subsequent requests.
Repeat step 2 with new values for "Next Cursor" until you have received all the progressions.
This is how you paginate. It may seem redundant in this example because you could just set Count to 50 and get everything at once. But imagine you have thousands of progressions with rewards of all kinds. Then this system is very valuable.
Interacting with player progressions
Adding points to a player progression
If the player leveled up, awarded_tiers fields will contain acquired rewards.
string progressionKey = "mage";
ulong amountOfPoints = 100;
LootLockerSDKManager.AddPointsToPlayerProgression(progressionKey, amountOfPoints, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// If the awarded_tiers array contains any items that means the player leveled up
// There can also be multiple level-ups at once
if (response.awarded_tiers.Any())
{
foreach (var awardedTier in response.awarded_tiers)
{
Debug.Log($"Reached level {awardedTier.step}!");
foreach (var assetReward in awardedTier.rewards.asset_rewards)
{
Debug.Log($"Rewarded with an asset, id: {assetReward.asset_id}!");
}
foreach (var progressionPointsReward in awardedTier.rewards.progression_points_rewards)
{
Debug.Log($"Rewarded with {progressionPointsReward.amount} bonus points in {progressionPointsReward.progression_name} progression!");
}
foreach (var progressionResetReward in awardedTier.rewards.progression_reset_rewards)
{
Debug.Log($"Progression {progressionResetReward.progression_name} has been reset as a reward!");
}
}
}
});
Above is an example of how to add points to a player progression using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
Progression Key is required for this node so connect it from a variable or remove the reroute node and hard code a value in the node.
The node also requires you supply an amount of points to add to the progression.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The response contains the current state of the progression, like when getting a single progression. It also contains a list of all the awards received after the points were added.
Subtracting points from a player progression
string progressionKey = "mage";
ulong amountOfPoints = 10;
LootLockerSDKManager.SubtractPointsFromPlayerProgression(progressionKey, amountOfPoints, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Output the amount of points the player has after subtracting points
Debug.Log($"Player now has {response.points} points in {response.progression_name} progression");
});
Above is an example of how to subtract points from a player progression using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
Progression Key is required for this node so connect it from a variable or remove the reroute node and hard code a value in the node.
The node also requires you supply an amount of points to subtract from the progression.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The response contains the current state of the progression, like when getting a single progression. It also contains a list of all the awards received after the points were subtracted.
Resetting a player progression
Resets the player progression points to 0, effectively returning the player to level 1, if you want to remove the progression from a player see below.
string progressionKey = "mage";
LootLockerSDKManager.ResetPlayerProgression(progressionKey, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Player level is now 1
Debug.Log($"Player is level {response.step} since the {response.progression_name} was reset");
});
Above is an example of how to reset a player progression using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
Progression Key is required for this node so connect it from a variable or remove the reroute node and hard code a value in the node.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
The response contains the current state of the progression, like when getting a single progression. It also contains a list of all the awards received after the points were subtracted.
Deleting a player progression
Completely removes a player progression, it will no longer be listed when retrieving player progressions.
string progressionKey = "mage";
LootLockerSDKManager.DeletePlayerProgression(progressionKey, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
// Trying to fetch the deleted player progression will result in a "Not Found" error
LootLockerSDKManager.GetPlayerProgression(progressionKey, response =>
{
if (!response.success) {
Debug.Log("Failed: " + response.Error);
}
}
});
Above is an example of how to delete a player progression using blueprints in Unreal Engine. For an example you can copy and paste into your editor, look here.
Input
You need to exchange the trigger with an event that you want to trigger the flow. For example a button click or level start.
Progression Key is required for this node so connect it from a variable or remove the reroute node and hard code a value in the node.
Output
We recommend branching the completed event on the success flag, and if you do this you will probably want to add error handling in case the request fails.
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