Economy
The player bought, sold or exchanged something in the game
transaction
Transaction
Required
transaction
The Transaction object containing the data of the transaction
placement
string
Optional
placement
The location in the app where the purchase was made
additionalData
Dictionary<string, object>
Optional
additional_data
Any additional information
Override #1
The player bought, sold or exchanged something in the game
transactionName
string
Required
purchase_name
Name of the purchase/pack the user bought
spent
Product
Required
spent_products
What products the user spent on
received
Product
Required
received_products
The user receives the product
placement
string
Optional
placement
The location in the app where the purchase was made
additionalData
Dictionary<string, object>
Optional
additional_data
Any additional information
Code examples:
Example-1: When something received
// Build Product object
Product productReceived = new Product
{
virtualCurrencies = new List<VirtualCurrency>
{
// virtualCurrencyName: "coin", virtualCurrencyType: "soft", virtualCurrencyAmount: 5
new VirtualCurrency("coin", "soft", 5)
},
items = new List<Item>() // none
// realCurrency = null (not used)
};
// Transaction Object with productReceived
Transaction transactionN = new Transaction(
name : "claim_daily_reward_0",
spent: null,
received : productReceived,
productID : null,
transactionID : null);
// Missiondata can be added inside AdditionData
Dictionary<string, object> additionalData = new Dictionary<string, object>
{
{ "mission_data", new Dictionary<string, object>
{
{ "mission_type", "main" },
{ "mission_name", "main_" },
{ "mission_id", 2 },
{ "mission_attempt", 10},
}
}
};
LionAnalytics.Economy(
transaction: transaction,
placement: "daily_reward_screen",
additionalData: additionalData);Example-2: When something spent
// Build Product object
Product productSpent = new Product
{
virtualCurrencies = new List<VirtualCurrency>
{
// virtualCurrencyName: "hammer", virtualCurrencyType: "meta", virtualCurrencyAmount: 7
new VirtualCurrency("hammer", "meta", 7)
},
items = new List<Item>() // none
// realCurrency = null (not used)
};
// Transaction Object with productSpent
Transaction transactionN = new Transaction(
name : "pick_town_person",
spent: productSpent,
received : null,
productID : null,
transactionID : null);
// Missiondata can be added inside AdditionData
Dictionary<string, object> additionalData = new Dictionary<string, object>
{
{ "mission_data", new Dictionary<string, object>
{
{ "mission_type", "main" },
{ "mission_name", "main_" },
{ "mission_id", 2 },
{ "mission_attempt", 10},
}
}
};
LionAnalytics.Economy(
transaction: transaction,
placement: "meta_area_screen",
additionalData: additionalData);Example-3: When something spent and in return soemthing is received
// Build Product object
Product productReceived = new Product
{
items = new List<Item>
{
// itemName: "ask_witness", itemType: "power_up", itemAmount: 1
new Item("ask_witness", "power_up", 1)
},
virtualCurrencies = new List<VirtualCurrency>() // none
};
Product productSpent = new Product
{
virtualCurrencies = new List<VirtualCurrency>
{
// virtualCurrencyName: "coin", virtualCurrencyType: "soft", virtualCurrencyAmount: 50
new VirtualCurrency("coin", "soft", 50)
},
items = new List<Item>() // none
// realCurrency = null (not used)
};
// Transaction Object
Transaction transactionN = new Transaction(
name : "ask_witness",
spent: productSpent,
received : productReceived,
productID : null,
transactionID : null);
// Missiondata can be added inside AdditionData
Dictionary<string, object> additionalData = new Dictionary<string, object>
{
{ "mission_data", new Dictionary<string, object>
{
{ "mission_type", "main" },
{ "mission_name", "main_" },
{ "mission_id", 2 },
{ "mission_attempt", 10},
}
}
};
LionAnalytics.Economy(
transaction: transaction,
placement: "ask_witness",
additionalData: additionalData);Last updated
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