Work with Files In-Game

Retrieve All Player Files

LootLockerSDKManager.GetAllPlayerFiles((response) =>
{
    if (response.success)
    {
        Debug.Log("Successfully retrieved player files: " + response.items.Length);
    } 
    else
    {
        Debug.Log("Error retrieving player storage");
    }
});

Retrieve All Public Files From Another Player

int playerId = 1;

LootLockerSDKManager.GetAllPlayerFiles(playerId, (response) =>
{
    if (response.success)
    {
        Debug.Log("Successfully retrieved player files: " + response.items.Length);
    } 
    else
    {
        Debug.Log("Error retrieving player storage");
    }
});

Retrieve Single Player File

int playerFileId = 1;
LootLockerSDKManager.GetPlayerFile(playerFileId, (response) =>
{
    if (response.success)
    {
        Debug.Log("Successfully retrieved player file with id: " + response.id);
        
    } 
    else
    {
        Debug.Log("Error retrieving player file");
    }
});

Upload Player Files

Upload a Private Player File From Path

LootLockerSDKManager.UploadPlayerFile("/path/to/file/save_game.zip", "save_game", response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Upload a Public Player File From Path

// You can also set this to false, if omitted it defaults to false
bool isPublic = true;

LootLockerSDKManager.UploadPlayerFile("/path/to/file/save_game.zip", "save_game", isPublic, response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Upload a Private Player File Using FileStream

var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
        
LootLockerSDKManager.UploadPlayerFile(file, "player_file", response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Upload a Public Player File Using FileStream

var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);

// You can also set this to false, if omitted it defaults to false
bool isPublic = true;

LootLockerSDKManager.UploadPlayerFile(file, "player_file", isPublic, response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Upload a Private Player File Using Byte Array

var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
var fileBytes = new byte[file.Length];
file.Read(fileBytes, 0, Convert.ToInt32(file.Length));

LootLockerSDKManager.UploadPlayerFile(fileBytes, "filename", "save_game", response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Upload a Public Player File Using Byte Array

var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
var fileBytes = new byte[file.Length];
file.Read(fileBytes, 0, Convert.ToInt32(file.Length));

// You can also set this to false, if omitted it defaults to false
bool isPublic = true;

LootLockerSDKManager.UploadPlayerFile(fileBytes, "filename", "save_game", isPublic, response =>
{
    if (response.success)
    {
        Debug.Log("Successfully uploaded player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error uploading player file");
    }
});

Updating Player Files

Update a Player File from Path

// The ID of the file can be retrieved when creating the file
// or when listing all player files.
int playerFileID = 0;
LootLockerSDKManager.UpdatePlayerFile(playerFileID, "/path/to/file/save_game.zip", response =>
{
    if (response.success)
    {
        Debug.Log("Successfully updated player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error updating player file");
    }
});

Update a Player File Using Byte Array

// The ID of the file can be retrieved when creating the file
// or when listing all player files.
int playerFileID = 0;
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
var fileBytes = new byte[file.Length];
file.Read(fileBytes, 0, Convert.ToInt32(file.Length));
LootLockerSDKManager.UpdatePlayerFile(playerFileID, fileBytes, response =>
{
    if (response.success)
    {
        Debug.Log("Successfully updated player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error updating player file");
    }
});

Update a Player File Using FileStream

// The ID of the file can be retrieved when creating the file
// or when listing all player files.
int playerFileID = 0;
var file = File.Open("/path/to/file/save_game.zip"", FileMode.Open);
LootLockerSDKManager.UpdatePlayerFile(playerFileID, file, response =>
{
    if (response.success)
    {
        Debug.Log("Successfully updated player file, url: " + response.url);
    } 
    else
    {
        Debug.Log("Error updating player file");
    }
});

Delete Player Files

Delete Player File

// The ID of the file can be retrieved when creating the file
// or when listing all player files.
int playerFileId = 1;

LootLockerSDKManager.DeletePlayerFile(playerFileId, response => 
{
    if (response.success)
    {
        Debug.Log("Successfully deleted player file with id: " + playerFileId);
    } 
    else
    {
        Debug.Log("Error deleting player file");
    }
});

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