LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerDropTableRequest.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5#include "Containers/Array.h"
6#include "CoreMinimal.h"
9
10#include "LootLockerServerDropTableRequest.generated.h"
11
12//==================================================
13// Data Type Definitions
14//==================================================
15
19USTRUCT(BlueprintType)
21{
22 GENERATED_BODY()
26 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
27 int Id = 0;
31 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
32 int Asset_id = 0;
38 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
39 FString Asset_variation_id = "";
45 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
46 FString Asset_rental_option_id = "";
50 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
52};
53
57USTRUCT(BlueprintType)
59{
60 GENERATED_BODY()
64 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
65 int Instance_id = 0;
71 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
72 FString Variation_id = "";
78 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
79 FString Rental_option_id = "";
83 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
84 int Quantity = 0;
88 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
90};
91
92//==================================================
93// Request Definitions
94//==================================================
95
99USTRUCT(BlueprintType)
101{
102 GENERATED_BODY()
106 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
107 TArray<int> Picks;
108};
109
110//==================================================
111// Response Definitions
112//==================================================
113
114USTRUCT(BlueprintType)
116{
117 GENERATED_BODY()
118
119
122 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
124};
125
126USTRUCT(BlueprintType)
128{
129 GENERATED_BODY()
130
131
134 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
136};
137
138//==================================================
139// C++ Delegate Definitions
140//==================================================
141
142/*
143 C++ response delegate for computing and locking a drop table
144 */
146/*
147 C++ response delegate for picking from a drop table
148 */
150
155UCLASS()
156class LOOTLOCKERSERVERSDK_API ULootLockerServerDropTableRequest : public UObject
157{
158 GENERATED_BODY()
159 public:
161
162 static FString ComputeAndLockDropTable(int PlayerID, int DropTableID, const FLootLockerServerComputeAndLockDropTableResponseDelegate& OnCompletedRequest);
163 static FString ComputeAndLockDropTableForTag(int PlayerID, int DropTableID, const FString& Tag, const FLootLockerServerComputeAndLockDropTableResponseDelegate& OnCompletedRequest);
164 static FString ComputeAndLockDropTableWithAssetInformation(int PlayerID, int DropTableID, const FLootLockerServerComputeAndLockDropTableResponseDelegate& OnCompletedRequest);
165 static FString ComputeAndLockDropTableForTagWithAssetInformation(int PlayerID, int DropTableID, const FString& Tag, const FLootLockerServerComputeAndLockDropTableResponseDelegate& OnCompletedRequest);
166
167 static FString PickDropsFromDropTable(int PlayerID, int DropTableID, TArray<int> DropTableItemIDsToPick, const FLootLockerServerPickFromDropTableResponseDelegate& OnCompletedRequest);
168};
void(* FLootLockerServerPickFromDropTableResponseDelegate)(FLootLockerServerPickFromDropTableResponse)
Definition LootLockerServerDropTableRequest.h:149
void(* FLootLockerServerComputeAndLockDropTableResponseDelegate)(FLootLockerServerComputeAndLockDropTableResponse)
Definition LootLockerServerDropTableRequest.h:145
Definition LootLockerServerDropTableRequest.h:157
static FString ComputeAndLockDropTableWithAssetInformation(int PlayerID, int DropTableID, const FLootLockerServerComputeAndLockDropTableResponseDelegate &OnCompletedRequest)
static FString PickDropsFromDropTable(int PlayerID, int DropTableID, TArray< int > DropTableItemIDsToPick, const FLootLockerServerPickFromDropTableResponseDelegate &OnCompletedRequest)
static FString ComputeAndLockDropTable(int PlayerID, int DropTableID, const FLootLockerServerComputeAndLockDropTableResponseDelegate &OnCompletedRequest)
static FString ComputeAndLockDropTableForTag(int PlayerID, int DropTableID, const FString &Tag, const FLootLockerServerComputeAndLockDropTableResponseDelegate &OnCompletedRequest)
static FString ComputeAndLockDropTableForTagWithAssetInformation(int PlayerID, int DropTableID, const FString &Tag, const FLootLockerServerComputeAndLockDropTableResponseDelegate &OnCompletedRequest)
Definition LootLockerServerAssetRequest.h:468
Definition LootLockerServerDropTableRequest.h:116
Definition LootLockerServerDropTableRequest.h:21
Definition LootLockerServerDropTableRequest.h:101
Definition LootLockerServerDropTableRequest.h:128
Definition LootLockerServerDropTableRequest.h:59
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67