LootLocker Unity SDK 8.0.0
Game backend SDK for Unity
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Drop Tables

Detailed Description

Evaluate weighted loot rolls from a Drop Table asset and claim the results.

Drop Tables are a special Asset Complexity configured in the console. Each table is divided into drop groups with a weighting (or guaranteed Force Select), a min/max drop count, and a list of tagged assets. Evaluate the table to receive a proposed drop list, then pick/claim them to grant them to the player's inventory. Tags allow loot to vary by player context (e.g., faction or class).

See the LootLocker documentation.

Function Documentation

◆ ComputeAndLockDropTable() [1/2]

static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable ( int  tableInstanceId,
Action< LootLockerComputeAndLockDropTableResponse >  onComplete,
bool  AddAssetDetails = false,
string  tag = "",
string  forPlayerWithUlid = null 
)
inlinestatic

Lock a drop table and return information about the assets that were computed.

Parameters
tableInstanceIdAsset instance ID of the drop table to compute
onCompleteonComplete Action for handling the response of type LootLockerComputeAndLockDropTableResponse
AddAssetDetailsOptional:If true, return additional information about the asset
tagOptional:Specific tag to use
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ ComputeAndLockDropTable() [2/2]

static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable ( int  tableInstanceId,
bool  AddAssetDetails,
string  tag,
Action< LootLockerComputeAndLockDropTableResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Lock a drop table and return information about the assets that were computed.

Parameters
tableInstanceIdAsset instance ID of the drop table to compute
AddAssetDetailsIf true, return additional information about the asset
tagSpecific tag to use
onCompleteonComplete Action for handling the response of type LootLockerComputeAndLockDropTableResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ PickDropsFromDropTable()

static void LootLocker.Requests.LootLockerSDKManager.PickDropsFromDropTable ( int[]  picks,
int  tableInstanceId,
Action< LootLockerPickDropsFromDropTableResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Send a list of id's from a ComputeAndLockDropTable()-call to grant the assets to the player.

Parameters
picksA list of the ID's of the picks to choose
tableInstanceIdAsset instance ID of the drop table to pick from
onCompleteonComplete Action for handling the response of type LootLockerPickDropsFromDropTableResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

Functions

static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable (int tableInstanceId, Action< LootLockerComputeAndLockDropTableResponse > onComplete, bool AddAssetDetails=false, string tag="", string forPlayerWithUlid=null)
 Lock a drop table and return information about the assets that were computed.
 
static void LootLocker.Requests.LootLockerSDKManager.ComputeAndLockDropTable (int tableInstanceId, bool AddAssetDetails, string tag, Action< LootLockerComputeAndLockDropTableResponse > onComplete, string forPlayerWithUlid=null)
 Lock a drop table and return information about the assets that were computed.
 
static void LootLocker.Requests.LootLockerSDKManager.PickDropsFromDropTable (int[] picks, int tableInstanceId, Action< LootLockerPickDropsFromDropTableResponse > onComplete, string forPlayerWithUlid=null)
 Send a list of id's from a ComputeAndLockDropTable()-call to grant the assets to the player.