| // Binded values from engine | |
| enum EDLCId | |
| { | |
| DLC_UNKNOWN, | |
| DLC_BLISS, | |
| }; | |
| //! ContentDLC is for query installed DLC (only as entitlement keys, not content) | |
| class ContentDLC | |
| { | |
| //! void(EDLCId dlcId) | |
| ref ScriptInvoker m_OnChange = new ScriptInvoker(); | |
| /*! | |
| For getting current entitlements on device (console). Could be called | |
| after any entitlement change or before accessing locked content. | |
| \param dlcIdList through this list is returned all installed DLC with valid license for current user | |
| \return count of installed and valid DLCs. | |
| */ | |
| proto native int GetEntitlements(out TIntArray dlcIdList); | |
| /*! | |
| \param dlcId ID of DLC | |
| \return current state of availability of unlocking' dlc. Only DLC with valid license return true. | |
| */ | |
| proto native bool IsDLCInstalled(EDLCId dlcId); | |
| bool OwnsAllDLC() | |
| { | |
| const int length = EnumTools.GetEnumSize(EDLCId); | |
| // Start at 1, because 0 is DLC_UNKNOWN | |
| for (int i = 1; i < length; ++i) | |
| { | |
| if (!IsDLCInstalled(EnumTools.GetEnumValue(EDLCId, i))) | |
| return false; | |
| } | |
| return true; | |
| } | |
| /*! | |
| Called from engine for notifing script after any change in additional | |
| content (installed, lost license). There should be check for current state of entitlements. | |
| On Xbox should be problem with event lost license! (system bug) | |
| \param dlcId ID of DLC that was changed. Could be empty string if console does not report concrete DLC ID. | |
| */ | |
| void OnChange(EDLCId dlcId) | |
| { | |
| m_OnChange.Invoke(dlcId); | |
| } | |
| }; | |