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; }
}
}