LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerHeroRequest.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 "LootLockerServerHeroRequest.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 int Hero_id = 0;
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
36 int Character_id = 0;
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
41 int Instance_id = 0;
45 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
46 FString Hero_name = "";
50 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
51 FString Character_name = "";
55 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
56 FString Class_name = "";
60 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
61 bool Is_default = false;
65 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
66 int Asset_variation_id = 0;
70 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
72};
73
77USTRUCT(BlueprintType)
79{
80 GENERATED_BODY()
84 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
85 bool Is_rental = false;
91 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
92 FString Time_left = "";
98 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
99 FString Duration = "";
105 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
106 FString Is_active = "";
107};
108
112USTRUCT(BlueprintType)
114{
115 GENERATED_BODY()
119 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
120 int Instance_id = 0;
126 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
127 FString Variation_id = "";
133 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
134 FString Rental_option_id = "";
138 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
139 FString Acquisition_source = "";
143 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
148 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
150};
151
155USTRUCT(BlueprintType)
157{
158 GENERATED_BODY()
164 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
165 FString Variation_id = "";
169 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
170 int Instance_id = 0;
174 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
175 FString Mounted_at = "";
179 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
184 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
186};
187
188//==================================================
189// Request Definitions
190//==================================================
191
195USTRUCT(BlueprintType)
197{
198 GENERATED_BODY()
202 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
203 int Instance_id = 0;
204};
205
209USTRUCT(BlueprintType)
211{
212 GENERATED_BODY()
216 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
217 int Asset_id = 0;
221 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
222 int Asset_variation_id = 0;
223};
224
228USTRUCT(BlueprintType)
230{
231 GENERATED_BODY()
235 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
236 int Asset_id = 0;
240 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
241 int Rental_option_id = 0;
242};
243
244//==================================================
245// Response Definitions
246//==================================================
247
251USTRUCT(BlueprintType)
253{
254 GENERATED_BODY()
255
256
259 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
261};
262
266USTRUCT(BlueprintType)
268{
269 GENERATED_BODY()
270
271
274 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
275 int Total = 0;
279 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
281};
282
286USTRUCT(BlueprintType)
288{
289 GENERATED_BODY()
290
291
294 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
296};
297
301USTRUCT(BlueprintType)
306
310USTRUCT(BlueprintType)
315
319USTRUCT(BlueprintType)
324
325//==================================================
326// C++ Delegate Definitions
327//==================================================
328
329/*
330 C++ response delegate for getting a player's heroes
331 */
333/*
334 C++ response delegate for getting a player heroes inventory
335 */
337/*
338 C++ response delegate for getting a player heroes loadout
339 */
341/*
342 C++ response delegate for equipping an asset to a player heroes loadout
343 */
345/*
346 C++ response delegate for unequipping an asset from a player heroes loadout
347 */
349
354UCLASS()
355class LOOTLOCKERSERVERSDK_API ULootLockerServerHeroRequest : public UObject
356{
357 GENERATED_BODY()
358 public:
360
361 static FString GetPlayerHeroes(int PlayerID, const FLootLockerServerGetPlayerHeroResponseDelegate& OnCompletedRequest);
362 static FString GetPlayerHeroInventory(int PlayerID, int HeroID, const FLootLockerServerGetHeroInventoryResponseDelegate& OnCompletedRequest);
363 static FString GetPaginatedPlayerHeroInventory(int PlayerID, int HeroID, int Count, int After, const FLootLockerServerGetHeroInventoryResponseDelegate& OnCompletedRequest);
364 static FString GetPlayerHeroLoadout(int PlayerID, int HeroID, const FLootLockerServerGetHeroLoadoutResponseDelegate& OnCompletedRequest);
365 static FString EquipAssetToPlayerHeroLoadoutByAssetInstanceId(int PlayerID, int HeroID, int AssetInstanceID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate& OnCompletedRequest);
366 static FString EquipAssetToPlayerHeroLoadoutByAssetIdAndAssetVariationId(int PlayerID, int HeroID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate& OnCompletedRequest);
367 static FString EquipAssetToPlayerHeroLoadoutByAssetIdAndRentalOptionId(int PlayerID, int HeroID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate& OnCompletedRequest);
368 static FString UnequipAssetFromPlayerHeroLoadout(int PlayerID, int HeroID, int InstanceID, const FLootLockerServerUnequipAssetFromHeroLoadoutResponseDelegate& OnCompletedRequest);
369};
void(* FLootLockerServerGetPlayerHeroResponseDelegate)(FLootLockerServerGetPlayerHeroesResponse)
Definition LootLockerServerHeroRequest.h:332
void(* FLootLockerServerGetHeroInventoryResponseDelegate)(FLootLockerServerGetHeroInventoryResponse)
Definition LootLockerServerHeroRequest.h:336
void(* FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate)(FLootLockerServerEquipAssetToHeroLoadoutResponse)
Definition LootLockerServerHeroRequest.h:344
void(* FLootLockerServerUnequipAssetFromHeroLoadoutResponseDelegate)(FLootLockerServerUnequipAssetFromHeroLoadoutResponse)
Definition LootLockerServerHeroRequest.h:348
void(* FLootLockerServerGetHeroLoadoutResponseDelegate)(FLootLockerServerGetHeroLoadoutResponse)
Definition LootLockerServerHeroRequest.h:340
Definition LootLockerServerHeroRequest.h:356
static FString GetPlayerHeroInventory(int PlayerID, int HeroID, const FLootLockerServerGetHeroInventoryResponseDelegate &OnCompletedRequest)
static FString UnequipAssetFromPlayerHeroLoadout(int PlayerID, int HeroID, int InstanceID, const FLootLockerServerUnequipAssetFromHeroLoadoutResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerHeroLoadoutByAssetIdAndRentalOptionId(int PlayerID, int HeroID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPlayerHeroes(int PlayerID, const FLootLockerServerGetPlayerHeroResponseDelegate &OnCompletedRequest)
static FString GetPlayerHeroLoadout(int PlayerID, int HeroID, const FLootLockerServerGetHeroLoadoutResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerHeroLoadoutByAssetInstanceId(int PlayerID, int HeroID, int AssetInstanceID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest)
static FString GetPaginatedPlayerHeroInventory(int PlayerID, int HeroID, int Count, int After, const FLootLockerServerGetHeroInventoryResponseDelegate &OnCompletedRequest)
static FString EquipAssetToPlayerHeroLoadoutByAssetIdAndAssetVariationId(int PlayerID, int HeroID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest)
Definition LootLockerServerAssetRequest.h:468
Definition LootLockerServerHeroRequest.h:197
Definition LootLockerServerHeroRequest.h:312
Definition LootLockerServerHeroRequest.h:288
Definition LootLockerServerHeroRequest.h:268
Definition LootLockerServerHeroRequest.h:303
Definition LootLockerServerHeroRequest.h:253
Definition LootLockerServerHeroRequest.h:114
Definition LootLockerServerHeroRequest.h:79
Definition LootLockerServerHeroRequest.h:157
Definition LootLockerServerHeroRequest.h:20
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67
Definition LootLockerServerHeroRequest.h:321