Define and query the virtual currency types in your game's economy.
Currencies drive virtual and (indirectly) real-money purchases via the Catalog system. Each currency has a name, shorthand identifier, minor-unit name, and denomination chain (e.g., 1 Gold = 100 Silver = 1,000 Copper). They can be granted by rewards from Progressions, Leaderboards, and Triggers, or exchanged for other currencies. See Balances to read player wallets.
See the LootLocker documentation.
◆ GetCurrencyDenominationsByCode()
| static void LootLocker.Requests.LootLockerSDKManager.GetCurrencyDenominationsByCode |
( |
string |
currencyCode, |
|
|
Action< LootLockerListDenominationsResponse > |
onComplete, |
|
|
string |
forPlayerWithUlid = null |
|
) |
| |
|
inlinestatic |
Get a list of the denominations available for a specific currency.
- Parameters
-
| currencyCode | The code of the currency to fetch denominations for |
| onComplete | onComplete Action for handling the response |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |
◆ GetCurrencyDetails()
| static void LootLocker.Requests.LootLockerSDKManager.GetCurrencyDetails |
( |
string |
currencyCode, |
|
|
Action< GetLootLockerCurrencyDetailsResponse > |
onComplete, |
|
|
string |
forPlayerWithUlid = null |
|
) |
| |
|
inlinestatic |
Get details about the specified currency.
- Parameters
-
| currencyCode | The code of the currency to get details for |
| onComplete | onComplete Action for handling the response |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |
◆ ListCurrencies()
Get a list of available currencies for the game.
- Parameters
-
| onComplete | onComplete Action for handling the response |
| forPlayerWithUlid | Optional : Execute the request for the specified player. If not supplied, the default player will be used. |