LootLocker Unreal SDK 10.5.0
Game backend SDK for Unreal Engine
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LootLockerCharacterRequestHandler.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5
6#include "CoreMinimal.h"
10#include "LootLockerCharacterRequestHandler.generated.h"
11
12
13USTRUCT(BlueprintType)
15 GENERATED_BODY()
16 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
17 int32 id = 0;
18 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
19 FString type = "";
20 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
21 FString name = "";
22 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
23 int32 ulid = 0;
24 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
25 bool is_default = false;
26};
27
28USTRUCT(BlueprintType)
30 GENERATED_BODY()
31 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
32 bool is_rental = false;
33 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
34 FString time_left = "";
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
36 FString duration = "";
37 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
38 FString is_active = "";
39};
40
41USTRUCT(BlueprintType)
43 GENERATED_BODY()
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
45 int32 variation_id = 0;
46 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
47 int32 instance_id = 0;
48 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
49 FString mounted_at = "";
50 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
52 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
54};
55
56USTRUCT(BlueprintType)
58 GENERATED_BODY()
59 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
61 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
63};
64
65USTRUCT(BlueprintType)
67 GENERATED_BODY()
68};
69
70USTRUCT(BlueprintType)
72 GENERATED_BODY()
73 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
75};
76
77USTRUCT(BlueprintType)
79 GENERATED_BODY()
80 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
81 bool is_default = false;
82 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
83 FString name = "";
84};
85
86USTRUCT(BlueprintType)
88 GENERATED_BODY()
89 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
90 bool is_default = false;
91 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
92 FString name = "";
93 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
94 int32 character_type_id = 0;
95};
96
97USTRUCT(BlueprintType)
99 GENERATED_BODY()
100 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
101 bool is_default = false;
102 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
103 FString name = "";
104 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
105 FString id = "";
106 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
107 FString ulid = "";
108};
109
110USTRUCT(BlueprintType)
112 GENERATED_BODY()
113 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
114 int32 instance_id = 0;
115};
116
117USTRUCT(BlueprintType)
119 GENERATED_BODY()
120 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
121 int32 asset_id = 0;
122 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
123 int32 asset_variation_id = 0;
124};
125
126USTRUCT(BlueprintType)
128 GENERATED_BODY()
129 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
130 int32 asset_id = 0;
131 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
132 int32 asset_variation_id = 0;
133 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
135};
136
137USTRUCT(BlueprintType)
139{
140 GENERATED_BODY()
141 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
142 int32 id = 0;
143 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
144 bool is_default = false;
145 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
146 FString name = "";
147 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
149};
150
151USTRUCT(BlueprintType)
153 GENERATED_BODY()
154 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
155 TArray<struct FLootLockerCharacterTypes> character_types;
156};
157
158USTRUCT(BlueprintType)
160 GENERATED_BODY()
161 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
163};
164
167
175
176
178UCLASS()
179class LOOTLOCKERSDK_API ULootLockerCharacterRequestHandler : public UObject
180{
181 GENERATED_BODY()
182public:
184
185 static FString GetCharacterLoadout(const FLootLockerPlayerData& PlayerData, const FCharacterLoadoutResponse& OnCompletedRequest);
186 static FString UpdateCharacter(const FLootLockerPlayerData& PlayerData, int CharacterId, bool IsDefault, FString Name, const FCharacterLoadoutResponse& OnCompletedRequest);
187 static FString CreateCharacter(const FLootLockerPlayerData& PlayerData, bool IsDefault, FString CharacterName, int CharacterId, const FCharacterLoadoutResponse& OnCompletedRequest);
188 static FString DeleteCharacter(const FLootLockerPlayerData& PlayerData, int CharacterId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
189 static FString ListPlayerCharacters(const FLootLockerPlayerData& PlayerData, const FPLootLockerListPlayerCharactersResponse& OnCompletedRequest);
190 static FString ListCharacterTypes(const FLootLockerPlayerData& PlayerData, const FPLootLockerListCharacterTypesResponse& OnCompletedRequest);
191 static FString EquipAssetToDefaultCharacter(const FLootLockerPlayerData& PlayerData, int InstanceId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
192 static FString EquipAssetToCharacterById(const FLootLockerPlayerData& PlayerData, int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
193 static FString EquipAssetToCharacterById(const FLootLockerPlayerData& PlayerData, int CharacterId, int AssetId, int AssetVariationId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
194 static FString UnEquipAssetToDefaultCharacter(const FLootLockerPlayerData& PlayerData, int InstanceId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
195 static FString UnEquipAssetToCharacterById(const FLootLockerPlayerData& PlayerData, int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse& OnCompletedRequest);
196 static FString GetCurrentLoadoutToDefaultCharacter(const FLootLockerPlayerData& PlayerData, const FCharacterLoadoutResponse& OnCompletedRequest);
197 static FString GetOtherPlayersCurrentLoadoutToDefaultCharacter(const FLootLockerPlayerData& PlayerData, FString& OtherPlayerId, const FString& OtherPlayerPlatform, const FCharacterLoadoutResponse& OnCompletedRequest);
198 static FString GetEquipableContextsToDefaultCharacter(const FLootLockerPlayerData& PlayerData, const FContextDelegate& OnCompletedRequest);
199 static FString GetEquipableContextsByCharacterId(const FLootLockerPlayerData& PlayerData, int OtherCharacterId, const FContextDelegate& OnCompletedRequest);
200 static FString GetOtherPlayersCharacterLoadouts(const FLootLockerPlayerData& PlayerData, const FString& OtherPlayerId, const FString& OtherPlayerPlatform, const FCharacterLoadoutResponse& OnCompletedRequest);
201 static FString GetOtherPlayersCharacterLoadoutsByUid(const FLootLockerPlayerData& PlayerData, const FString& OtherPlayerUid, const FCharacterLoadoutResponse& OnCompletedRequest);
202};
Definition LootLockerCharacterRequestHandler.h:180
static FString GetEquipableContextsToDefaultCharacter(const FLootLockerPlayerData &PlayerData, const FContextDelegate &OnCompletedRequest)
static FString DeleteCharacter(const FLootLockerPlayerData &PlayerData, int CharacterId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString EquipAssetToCharacterById(const FLootLockerPlayerData &PlayerData, int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString UnEquipAssetToCharacterById(const FLootLockerPlayerData &PlayerData, int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString UpdateCharacter(const FLootLockerPlayerData &PlayerData, int CharacterId, bool IsDefault, FString Name, const FCharacterLoadoutResponse &OnCompletedRequest)
static FString GetOtherPlayersCharacterLoadouts(const FLootLockerPlayerData &PlayerData, const FString &OtherPlayerId, const FString &OtherPlayerPlatform, const FCharacterLoadoutResponse &OnCompletedRequest)
static FString ListCharacterTypes(const FLootLockerPlayerData &PlayerData, const FPLootLockerListCharacterTypesResponse &OnCompletedRequest)
static FString GetOtherPlayersCharacterLoadoutsByUid(const FLootLockerPlayerData &PlayerData, const FString &OtherPlayerUid, const FCharacterLoadoutResponse &OnCompletedRequest)
ULootLockerCharacterRequestHandler()
Definition LootLockerCharacterRequestHandler.h:183
static FString GetEquipableContextsByCharacterId(const FLootLockerPlayerData &PlayerData, int OtherCharacterId, const FContextDelegate &OnCompletedRequest)
static FString EquipAssetToCharacterById(const FLootLockerPlayerData &PlayerData, int CharacterId, int AssetId, int AssetVariationId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString UnEquipAssetToDefaultCharacter(const FLootLockerPlayerData &PlayerData, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString ListPlayerCharacters(const FLootLockerPlayerData &PlayerData, const FPLootLockerListPlayerCharactersResponse &OnCompletedRequest)
static FString GetOtherPlayersCurrentLoadoutToDefaultCharacter(const FLootLockerPlayerData &PlayerData, FString &OtherPlayerId, const FString &OtherPlayerPlatform, const FCharacterLoadoutResponse &OnCompletedRequest)
static FString GetCharacterLoadout(const FLootLockerPlayerData &PlayerData, const FCharacterLoadoutResponse &OnCompletedRequest)
static FString CreateCharacter(const FLootLockerPlayerData &PlayerData, bool IsDefault, FString CharacterName, int CharacterId, const FCharacterLoadoutResponse &OnCompletedRequest)
static FString EquipAssetToDefaultCharacter(const FLootLockerPlayerData &PlayerData, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest)
static FString GetCurrentLoadoutToDefaultCharacter(const FLootLockerPlayerData &PlayerData, const FCharacterLoadoutResponse &OnCompletedRequest)
void(* FContextDelegate)(FLootLockerGetContextResponse)
C++ response callback delegate; receives an FLootLockerGetContextResponse result.
Definition LootLockerAssetsRequestHandler.h:579
void(* FPLootLockerListCharacterTypesResponse)(FLootLockerListCharacterTypesResponse)
C++ response callback delegate; receives an FLootLockerListCharacterTypesResponse result.
Definition LootLockerCharacterRequestHandler.h:172
void(* FLootLockerCharacterDefaultResponse)(FLootLockerResponse)
C++ response callback delegate; receives an FLootLockerResponse result.
Definition LootLockerCharacterRequestHandler.h:170
void(* FPLootLockerListPlayerCharactersResponse)(FLootLockerListPlayerCharactersResponse)
C++ response callback delegate; receives an FLootLockerListPlayerCharactersResponse result.
Definition LootLockerCharacterRequestHandler.h:174
void(* FCharacterLoadoutResponse)(FLootLockerCharacterLoadoutResponse)
C++ response callback delegate; receives an FLootLockerCharacterLoadoutResponse result.
Definition LootLockerCharacterRequestHandler.h:168
Definition LootLockerAssetsRequestHandler.h:158
Definition LootLockerCharacterRequestHandler.h:57
Definition LootLockerCharacterRequestHandler.h:71
Definition LootLockerCharacterRequestHandler.h:42
Definition LootLockerCharacterRequestHandler.h:29
Definition LootLockerCharacterRequestHandler.h:127
Definition LootLockerCharacterRequestHandler.h:139
Definition LootLockerCharacterRequestHandler.h:14
Definition LootLockerCharacterRequestHandler.h:87
Definition LootLockerCharacterRequestHandler.h:66
Definition LootLockerCharacterRequestHandler.h:111
Definition LootLockerCharacterRequestHandler.h:118
Definition LootLockerAssetsRequestHandler.h:136
Definition LootLockerCharacterRequestHandler.h:98
Definition LootLockerCharacterRequestHandler.h:152
Definition LootLockerCharacterRequestHandler.h:159
Definition LootLockerPlayerData.h:12
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19
Definition LootLockerCharacterRequestHandler.h:78