LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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LootLockerHeroRequestHandler.h
Go to the documentation of this file.
1#pragma once
2
3#include "CoreMinimal.h"
6#include "UObject/NoExportTypes.h"
9#include "JsonObjectConverter.h"
10#include "LootLockerHeroRequestHandler.generated.h"
11
12USTRUCT(BlueprintType)
14{
15 GENERATED_BODY()
16 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
17 int32 hero_id = 0;
18 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
19 int32 character_type_id = 0;
20 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
21 FString character_type_name = "";
22 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
23 FString name = "";
24 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
25 bool player_has_hero = false;
26 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
28};
29
30USTRUCT(BlueprintType)
32{
33 GENERATED_BODY()
34 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
35 int32 id = 0;
36 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
37 int32 hero_id = 0;
38 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
39 int32 instance_id = 0;
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
41 FString hero_name = "";
42 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
43 FString character_name = "";
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
45 bool is_default = false;
46 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
48};
49
50USTRUCT(BlueprintType)
52 GENERATED_BODY()
53 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
55};
56
57USTRUCT(BlueprintType)
59 GENERATED_BODY()
60 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
62};
63
64USTRUCT(BlueprintType)
66{
67 GENERATED_BODY()
68 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
69 TArray<FLootLockerHero> game_heroes;
70};
71
72USTRUCT(BlueprintType)
74{
75 GENERATED_BODY()
76 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
77 TArray<FLootLockerPlayerHero> heroes;
78};
79
80USTRUCT(BlueprintType)
82{
83 GENERATED_BODY()
84 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
85 int32 hero_id = 0;
86 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
87 FString name = "";
88 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
89 bool is_default = false;
90};
91
92USTRUCT(BlueprintType)
94{
95 GENERATED_BODY()
96 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
97 int32 hero_id = 0;
98 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
99 FString name = "";
100 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
101 int32 asset_variation_id = 0;
102 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
103 bool is_default = false;
104};
105
106USTRUCT(BlueprintType)
108{
109 GENERATED_BODY()
110 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
111 FString name = "";
112 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
113 bool is_default = false;
114};
115
116USTRUCT(BlueprintType)
118{
119 GENERATED_BODY()
120 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
121 int32 variation_id = 0;
122 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
123 int32 instance_id = 0;
124 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
125 FString mounted_at = "";
126 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
128 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
130};
131
132USTRUCT(BlueprintType)
134{
135 GENERATED_BODY()
136 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
137 TArray<FLootLockerHeroLoadout> Loadout;
138};
139
140USTRUCT(BlueprintType)
142{
143 GENERATED_BODY()
144 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
145 int32 instance_id = 0;
146};
147
148USTRUCT(BlueprintType)
150{
151 GENERATED_BODY()
152 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
153 int32 asset_id = 0;
154};
155
156USTRUCT(BlueprintType)
158{
159 GENERATED_BODY()
160 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
161 int32 asset_variation_id = 0;
162
164 FLootLockerHeroGlobalAssetVariation(int32 AssetID, int32 AssetVariationID) : FLootLockerHeroGlobalAsset{ AssetID }, asset_variation_id(AssetVariationID) {}
165};
168
180
182UCLASS()
183class LOOTLOCKERSDK_API ULootLockerHeroRequestHandler : public UObject
184{
185 GENERATED_BODY()
186public:
188
189 static FString GetGameHeroes(const FLootLockerPlayerData& PlayerData, const FLootLockerGameHeroListDelegate& OnComplete);
190 static FString ListPlayerHeroes(const FLootLockerPlayerData& PlayerData, const FLootLockerHeroListDelegate& OnComplete);
191 static FString ListOtherPlayersHeroesBySteamID64(const FLootLockerPlayerData& PlayerData, const int64 SteamID64, const FLootLockerHeroListDelegate& OnComplete);
192 static FString CreateHero(const FLootLockerPlayerData& PlayerData, const FLootLockerCreateHeroRequest& Request, const FLootLockerPlayerHeroDelegate& OnComplete);
194 static FString GetHero(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FLootLockerPlayerHeroDelegate& OnComplete);
195 static FString GetOtherPlayersDefaultHeroBySteamID64(const FLootLockerPlayerData& PlayerData, const int64 SteamID64, const FLootLockerPlayerHeroDelegate& OnComplete);
196 static FString UpdateHero(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FLootLockerUpdateHeroRequest& Request, const FLootLockerPlayerHeroDelegate& OnComplete);
197 static FString DeleteHero(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FLLHeroDefaultResponseDelegate& OnComplete);
198 static FString GetHeroInventory(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FInventoryResponse& OnComplete);
199 static FString GetHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate& OnComplete);
200 static FString GetOtherPlayersHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate& OnComplete);
201 static FString AddAssetToHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate& OnComplete);
202 static FString AddGlobalAssetToHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const int32 AssetID, const FHeroLoadoutReseponseDelegate& OnComplete);
203 static FString AddGlobalAssetVariationToHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const int32 AssetID, const int32 AssetVariationID, const FHeroLoadoutReseponseDelegate& OnComplete);
204 static FString RemoveAssetToHeroLoadout(const FLootLockerPlayerData& PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate& OnComplete);
205};
Definition LootLockerHeroRequestHandler.h:184
static FString ListPlayerHeroes(const FLootLockerPlayerData &PlayerData, const FLootLockerHeroListDelegate &OnComplete)
ULootLockerHeroRequestHandler()
Definition LootLockerHeroRequestHandler.h:187
static FString CreateHero(const FLootLockerPlayerData &PlayerData, const FLootLockerCreateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString RemoveAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString DeleteHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLLHeroDefaultResponseDelegate &OnComplete)
static FString GetHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString ListOtherPlayersHeroesBySteamID64(const FLootLockerPlayerData &PlayerData, const int64 SteamID64, const FLootLockerHeroListDelegate &OnComplete)
static FString GetHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetGameHeroes(const FLootLockerPlayerData &PlayerData, const FLootLockerGameHeroListDelegate &OnComplete)
static FString GetOtherPlayersDefaultHeroBySteamID64(const FLootLockerPlayerData &PlayerData, const int64 SteamID64, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString UpdateHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLootLockerUpdateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString AddGlobalAssetVariationToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetID, const int32 AssetVariationID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetOtherPlayersHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString CreateHeroWithVariation(const FLootLockerPlayerData &PlayerData, const FLootLockerCreateHeroWithVariationRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString AddGlobalAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString AddAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetHeroInventory(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FInventoryResponse &OnComplete)
void(* FLootLockerPlayerHeroDelegate)(FLootLockerPlayerHeroResponse)
C++ response callback delegate; receives an FLootLockerPlayerHeroResponse result.
Definition LootLockerHeroRequestHandler.h:175
void(* FLootLockerHeroListDelegate)(FLootLockerHeroListResponse)
C++ response callback delegate; receives an FLootLockerHeroListResponse result.
Definition LootLockerHeroRequestHandler.h:173
void(* FLootLockerGameHeroListDelegate)(FLootLockerGameHeroListResponse)
C++ response callback delegate; receives an FLootLockerGameHeroListResponse result.
Definition LootLockerHeroRequestHandler.h:171
void(* FLootLockerHeroDelegate)(FLootLockerHeroResponse)
C++ response callback delegate; receives an FLootLockerHeroResponse result.
Definition LootLockerHeroRequestHandler.h:169
void(* FHeroLoadoutReseponseDelegate)(FLootLockerHeroLoadoutResponse)
C++ response callback delegate; receives an FLootLockerHeroLoadoutResponse result.
Definition LootLockerHeroRequestHandler.h:179
void(* FLLHeroDefaultResponseDelegate)(FLootLockerResponse)
C++ response callback delegate; receives an FLootLockerResponse result.
Definition LootLockerHeroRequestHandler.h:177
void(* FInventoryResponse)(FLootLockerInventoryResponse)
C++ response callback delegate; receives an FLootLockerInventoryResponse result.
Definition LootLockerPlayerRequestHandler.h:533
Definition LootLockerAssetsRequestHandler.h:158
Definition LootLockerHeroRequestHandler.h:82
Definition LootLockerHeroRequestHandler.h:94
Definition LootLockerHeroRequestHandler.h:66
Definition LootLockerHeroRequestHandler.h:142
Definition LootLockerHeroRequestHandler.h:158
FLootLockerHeroGlobalAssetVariation(int32 AssetID, int32 AssetVariationID)
Definition LootLockerHeroRequestHandler.h:164
Definition LootLockerHeroRequestHandler.h:150
Definition LootLockerHeroRequestHandler.h:74
Definition LootLockerHeroRequestHandler.h:134
Definition LootLockerHeroRequestHandler.h:118
Definition LootLockerHeroRequestHandler.h:51
Definition LootLockerHeroRequestHandler.h:14
Definition LootLockerPlayerData.h:12
Definition LootLockerHeroRequestHandler.h:58
Definition LootLockerHeroRequestHandler.h:32
Definition LootLockerPlayerRequestHandler.h:117
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19
Definition LootLockerHeroRequestHandler.h:108