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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