namespace Amanotes.TripleSDK.Core.Analytics { public class EngagementContext { /// /// Song ID: name song of mp3 file /// public string SongId { get; set; } /// /// Song Name /// public string SongName { get; set; } /// /// With the following values: /// - song_list: song list in game /// - local_song: song uploaded by user" /// public string SongType { get; set; } /// /// The ordinal number of the song in the song list (i.e whether it is the 1st song, 2nd....) ///
Note: /// ""level"" is only applied for songs in the game song list ///
If the game has Upload Local Song feature, the level of uploaded songs must be different from original song list (because local-song songs will be placed in the 1st place of song list) /// => Level of uploaded-songs: Add a ""a"" symbol after the number. Example: 1a, 2a, 3a ///
Apply to all ""level"" paramaters" ///
public string Level { get; set; } /// /// With the following values: /// - Songlist /// - Suggestion: from result scene, pop up, etc... /// - Replay /// - Others: Unidentified locations ///
Triggered at the end/finish of a new level/song, including tutorial.(Reach to 100% / 3 stars) ///
public string ItemSource { get; set; } /// /// Unlock condition for the song, with the following values: /// - Default: unlocked automatically. /// - Progression: Unlocked by completing previous level and satisfying the other requirement (percentages/challenges...) /// - Ads: Unlocked by watching a number of reward video ads. /// - Currency - Soft: bought with softcurrency /// - Currency - Hard: bought with hard currency /// - Gift: songs unlocked by participating in ingame event." /// public string Unlock { get; set; } /// /// Percentage of completion, value from 0..100, can exceed 100 if the game has endless mode. /// public int Progress { get; set; } /// /// Score /// public int Score { get; set; } /// /// Playing time in seconds since the start of the level, not including time spent watching ads. /// /// public int PlayTime { get; set; } /// /// ID of midi that user fails /// /// public int NoteMidi { get; set; } /// /// Based on note_midi, class NoteData which has timeAppear /// public int PlayTimeMidi { get; set; } /// /// Amount of soft currency earned /// public int Currency { get; set; } /// /// Type of soft currency earned ///
Triggered every time a player fail in a level (even if he would revive with reward video after), including failing after revival ///
public string CurrencyType { get; set; } /// /// Name of the challenge that results in failure /// /// public string Challenge { get; set; } /// /// Name of the obstacle that results in failure /// /// public string Obstacle { get; set; } /// /// User are able to continue or not /// - Do the continue pop-up appear after user fails(Yes/No) ///
Triggered every time a player click revive after fail in a level (even if he would revive with reward video after), including failing after revival ///
public string AbleToContinue { get; set; } /// /// The number of Unique song that user unlocked by their life time /// public int NumAccumulate { get; set; } /// /// Timestamp between song_click and song_ap /// public int ResponseTime { get; set; } } }