In the Game Progress module, you will be able to store game specific data related to the user progression.
using UnityEngine;
using RGN.Modules.GameProgress;
[System.Serializable]
public class CustomUserData
{
public int HitPoints;
public int RegenerateHealth;
public int HealthRegenDelay;
public int HealthRegenRate;
public string SomeString;
public string[] Bookmarks;
public float Health;
}
public class GameProgressExamples : MonoBehaviour
{
public async void StoreCustomDataAsync()
{
var customData = new CustomUserData()
{
HitPoints = 10,
RegenerateHealth = 10,
HealthRegenDelay = 39,
SomeString = "Hello World",
Bookmarks = new string[] { "bookmark_1", "bookmark_2" },
Health = 3.14f
};
UpdateUserLevelResponseData<CustomUserData> customUserData = await GameProgressModule.I.UpdateUserProgressAsync(customData, null);
Debug.Log($"Updated hit points : "+ customUserData.playerProgress.HitPoints);
}
}
using UnityEngine;
using RGN.Modules.GameProgress;
[System.Serializable]
public class CustomUserData
{
public int HitPoints;
public int RegenerateHealth;
public int HealthRegenDelay;
public int HealthRegenRate;
public string SomeString;
public string[] Bookmarks;
public float Health;
}
public class GameProgressExamples : MonoBehaviour
{
public async void GetCustomDataAsync()
{
var customUserData = await GameProgressModule.I.GetUserProgressAsync<CustomUserData>();
Debug.Log($"Retrieved hit points : "+ customUserData.playerProgress.HitPoints);
}
}