LootLocker Unity SDK 8.2.0
Game backend SDK for Unity
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LootLocker.Requests.LootLockerGetPlayerInventoryItemResponse Class Reference

Response containing the player's inventory item, returned at the top level with its template and metadata. More...

Inheritance diagram for LootLocker.Requests.LootLockerGetPlayerInventoryItemResponse:
Collaboration diagram for LootLocker.Requests.LootLockerGetPlayerInventoryItemResponse:

Properties

string id [get, set]
 The unique id of this inventory item.
 
int player_id [get, set]
 The id of the player that owns this inventory item.
 
string item_template_id [get, set]
 The id of the item template this inventory item is based on.
 
LootLockerItemType item_type [get, set]
 The type of the item (instanced or stackable).
 
bool consumable [get, set]
 True if the item can be consumed by the player.
 
bool deletable [get, set]
 True if the item can be deleted by the player.
 
int count [get, set]
 The number of items in this stack (only relevant for stackable items).
 
string source [get, set]
 The source of this inventory item, or null if not specified.
 
DateTime created_at [get, set]
 The time that this inventory item was created.
 
DateTime? updated_at [get, set]
 The time that this inventory item was last updated, or null if it has never been updated.
 
LootLockerItemTemplate template [get, set]
 The item template this inventory item is based on.
 
LootLockerMetadataEntry[] metadata [get, set]
 Arbitrary metadata attached to this inventory item.
 
- Properties inherited from LootLocker.LootLockerResponse
int statusCode [get, set]
 HTTP Status Code.
 
bool success [get, set]
 Whether this request was a success.
 
string text [get, set]
 Raw text/http body from the server response.
 
LootLockerRequestContext requestContext [get, set]
 Context for the request.
 
LootLockerErrorData errorData [get, set]
 If this request was not a success, this structure holds all the information needed to identify the problem.
 
string EventId = Guid.NewGuid().ToString() [get, set]
 inheritdoc added this because unity main thread executing style cut the calling stack and make the event orphan see also calling multiple events of the same type makes use unable to identify each one
 

Additional Inherited Members

- Public Member Functions inherited from LootLocker.LootLockerResponse
void ReportFailure (string userDescription, Action< LootLockerResponse > onComplete)
 Sends a report about a failed request to be viewable in the LootLocker dashboard.
 

Detailed Description

Response containing the player's inventory item, returned at the top level with its template and metadata.