LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerCharacterRequest.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5#include "CoreMinimal.h"
8
9#include "LootLockerServerCharacterRequest.generated.h"
10
11//==================================================
12// Data Type Definitions
13//==================================================
14
18USTRUCT(BlueprintType)
20{
21 GENERATED_BODY()
25 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
26 int Id = 0;
30 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
31 FString Ulid = "";
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
36 bool Default = false;
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
41 FString Name = "";
45 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
46 FString Type;
47};
48
52USTRUCT(BlueprintType)
54{
55 GENERATED_BODY()
59 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
60 bool Is_rental = false;
66 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
67 FString Time_left = "";
73 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
74 FString Duration = "";
80 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
81 FString Is_active = "";
82};
83
87USTRUCT(BlueprintType)
89{
90 GENERATED_BODY()
94 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
95 int Instance_id = 0;
101 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
102 FString Variation_id = "";
108 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
109 FString Rental_option_id = "";
113 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
114 FString Acquisition_source = "";
118 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
123 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
125};
126
130USTRUCT(BlueprintType)
132{
133 GENERATED_BODY()
139 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
140 FString Variation_id = "";
144 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
145 int Instance_id = 0;
149 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
150 FString Mounted_at = "";
154 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
159 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
161};
162
163//==================================================
164// Request Definitions
165//==================================================
166
170USTRUCT(BlueprintType)
172{
173 GENERATED_BODY()
177 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
178 int Instance_id = 0;
179};
180
184USTRUCT(BlueprintType)
186{
187 GENERATED_BODY()
191 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
192 int Asset_id = 0;
196 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
197 int Asset_variation_id = 0;
198};
199
203USTRUCT(BlueprintType)
205{
206 GENERATED_BODY()
210 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
211 int Asset_id = 0;
215 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
216 int Rental_option_id = 0;
217};
218
219//==================================================
220// Response Definitions
221//==================================================
222
226USTRUCT(BlueprintType)
228{
229 GENERATED_BODY()
230
231
234 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
236};
237
241USTRUCT(BlueprintType)
243{
244 GENERATED_BODY()
245
246
249 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
250 int Total = 0;
254 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
256};
257
261USTRUCT(BlueprintType)
263{
264 GENERATED_BODY()
265
266
269 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
271};
272
276USTRUCT(BlueprintType)
281
285USTRUCT(BlueprintType)
290
294USTRUCT(BlueprintType)
299
300//==================================================
301// C++ Delegate Definitions
302//==================================================
303
304/*
305 C++ response delegate for getting a player's characters
306 */
308/*
309 C++ response delegate for getting a player characters inventory
310 */
312/*
313 C++ response delegate for getting a player characters loadout
314 */
316/*
317 C++ response delegate for equipping an asset to a player characters loadout
318 */
320/*
321 C++ response delegate for unequipping an asset from a player characters loadout
322 */
324
329UCLASS()
330class LOOTLOCKERSERVERSDK_API ULootLockerServerCharacterRequest : public UObject
331{
332 GENERATED_BODY()
333 public:
335
336 static FString GetPlayerCharacters(int PlayerID, const FLootLockerServerGetPlayerCharacterResponseDelegate& OnCompletedRequest);
337 static FString GetPlayerCharacterInventory(int PlayerID, int CharacterID, const FLootLockerServerGetCharacterInventoryResponseDelegate& OnCompletedRequest);
338 static FString GetPaginatedPlayerCharacterInventory(int PlayerID, int CharacterID, int Count, int After, const FLootLockerServerGetCharacterInventoryResponseDelegate& OnCompletedRequest);
339 static FString GetPlayerCharacterLoadout(int PlayerID, int CharacterID, const FLootLockerServerGetCharacterLoadoutResponseDelegate& OnCompletedRequest);
340 static FString EquipAssetToPlayerCharacterLoadoutByAssetInstanceId(int PlayerID, int CharacterID, int AssetInstanceID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate& OnCompletedRequest);
341 static FString EquipAssetToPlayerCharacterLoadoutByAssetIdAndAssetVariationId(int PlayerID, int CharacterID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate& OnCompletedRequest);
342 static FString EquipAssetToPlayerCharacterLoadoutByAssetIdAndRentalOptionId(int PlayerID, int CharacterID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate& OnCompletedRequest);
343 static FString UnequipAssetFromPlayerCharacterLoadout(int PlayerID, int CharacterID, int InstanceID, const FLootLockerServerUnequipAssetFromCharacterLoadoutResponseDelegate& OnCompletedRequest);
344};
void(* FLootLockerServerGetPlayerCharacterResponseDelegate)(FLootLockerServerGetPlayerCharactersResponse)
Definition LootLockerServerCharacterRequest.h:307
void(* FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate)(FLootLockerServerEquipAssetToCharacterLoadoutResponse)
Definition LootLockerServerCharacterRequest.h:319
void(* FLootLockerServerGetCharacterInventoryResponseDelegate)(FLootLockerServerGetCharacterInventoryResponse)
Definition LootLockerServerCharacterRequest.h:311
void(* FLootLockerServerUnequipAssetFromCharacterLoadoutResponseDelegate)(FLootLockerServerUnequipAssetFromCharacterLoadoutResponse)
Definition LootLockerServerCharacterRequest.h:323
void(* FLootLockerServerGetCharacterLoadoutResponseDelegate)(FLootLockerServerGetCharacterLoadoutResponse)
Definition LootLockerServerCharacterRequest.h:315
Definition LootLockerServerCharacterRequest.h:331
static FString GetPaginatedPlayerCharacterInventory(int PlayerID, int CharacterID, int Count, int After, const FLootLockerServerGetCharacterInventoryResponseDelegate &OnCompletedRequest)
static FString GetPlayerCharacterInventory(int PlayerID, int CharacterID, const FLootLockerServerGetCharacterInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerCharacterLoadoutByAssetIdAndRentalOptionId(int PlayerID, int CharacterID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPlayerCharacters(int PlayerID, const FLootLockerServerGetPlayerCharacterResponseDelegate &OnCompletedRequest)
static FString UnequipAssetFromPlayerCharacterLoadout(int PlayerID, int CharacterID, int InstanceID, const FLootLockerServerUnequipAssetFromCharacterLoadoutResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerCharacterLoadoutByAssetInstanceId(int PlayerID, int CharacterID, int AssetInstanceID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerCharacterLoadoutByAssetIdAndAssetVariationId(int PlayerID, int CharacterID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPlayerCharacterLoadout(int PlayerID, int CharacterID, const FLootLockerServerGetCharacterLoadoutResponseDelegate &OnCompletedRequest)
Definition LootLockerServerAssetRequest.h:468
Definition LootLockerServerCharacterRequest.h:172
Definition LootLockerServerCharacterRequest.h:287
Definition LootLockerServerCharacterRequest.h:263
Definition LootLockerServerCharacterRequest.h:243
Definition LootLockerServerCharacterRequest.h:278
Definition LootLockerServerCharacterRequest.h:228
Definition LootLockerServerCharacterRequest.h:89
Definition LootLockerServerCharacterRequest.h:54
Definition LootLockerServerCharacterRequest.h:132
Definition LootLockerServerCharacterRequest.h:20
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67
Definition LootLockerServerCharacterRequest.h:296