本文整理汇总了C#中SteamInventoryResult_t类的典型用法代码示例。如果您正苦于以下问题:C# SteamInventoryResult_t类的具体用法?C# SteamInventoryResult_t怎么用?C# SteamInventoryResult_t使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SteamInventoryResult_t类属于命名空间,在下文中一共展示了SteamInventoryResult_t类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnEnable
public void OnEnable() {
m_SteamInventoryResultReady = Callback<SteamInventoryResultReady_t>.Create(OnSteamInventoryResultReady);
m_SteamInventoryFullUpdate = Callback<SteamInventoryFullUpdate_t>.Create(OnSteamInventoryFullUpdate);
m_SteamInventoryDefinitionUpdate = Callback<SteamInventoryDefinitionUpdate_t>.Create(OnSteamInventoryDefinitionUpdate);
m_SteamInventoryResult = SteamInventoryResult_t.Invalid;
m_SteamItemDetails = null;
m_SteamItemDef = null;
m_SerializedBuffer = null;
}
示例2: ISteamGameServerInventory_DeserializeResult
public static extern bool ISteamGameServerInventory_DeserializeResult(out SteamInventoryResult_t pOutResultHandle, [In, Out] byte[] pBuffer, uint unBufferSize, [MarshalAs(UnmanagedType.I1)] bool bRESERVED_MUST_BE_FALSE);
示例3: CheckResultSteamID
/// <summary>
/// <para> Returns true if the result belongs to the target steam ID, false if the</para>
/// <para> result does not. This is important when using DeserializeResult, to verify</para>
/// <para> that a remote player is not pretending to have a different user's inventory.</para>
/// </summary>
public static bool CheckResultSteamID(SteamInventoryResult_t resultHandle, CSteamID steamIDExpected) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServerInventory_CheckResultSteamID(resultHandle, steamIDExpected);
}
示例4: GetAllItems
/// <summary>
/// <para> INVENTORY ASYNC QUERY</para>
/// <para> Captures the entire state of the current user's Steam inventory.</para>
/// <para> You must call DestroyResult on this handle when you are done with it.</para>
/// <para> Returns false and sets *pResultHandle to zero if inventory is unavailable.</para>
/// <para> Note: calls to this function are subject to rate limits and may return</para>
/// <para> cached results if called too frequently. It is suggested that you call</para>
/// <para> this function only when you are about to display the user's full inventory,</para>
/// <para> or if you expect that the inventory may have changed.</para>
/// </summary>
public static bool GetAllItems(out SteamInventoryResult_t pResultHandle) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServerInventory_GetAllItems(out pResultHandle);
}
示例5: TriggerItemDrop
/// <summary>
/// <para> Playtime credit must be consumed and turned into item drops by your game. Only item</para>
/// <para> definitions which are marked as "playtime item generators" can be spawned. The call</para>
/// <para> will return an empty result set if there is not enough playtime credit for a drop.</para>
/// <para> Your game should call TriggerItemDrop at an appropriate time for the user to receive</para>
/// <para> new items, such as between rounds or while the player is dead. Note that players who</para>
/// <para> hack their clients could modify the value of "dropListDefinition", so do not use it</para>
/// <para> to directly control rarity. It is primarily useful during testing and development,</para>
/// <para> where you may wish to perform experiments with different types of drops.</para>
/// </summary>
public static bool TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServerInventory_TriggerItemDrop(out pResultHandle, dropListDefinition);
}
示例6: GetResultItems
/// <summary>
/// <para> Copies the contents of a result set into a flat array. The specific</para>
/// <para> contents of the result set depend on which query which was used.</para>
/// </summary>
public static bool GetResultItems(SteamInventoryResult_t resultHandle, SteamItemDetails_t[] pOutItemsArray, ref uint punOutItemsArraySize) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServerInventory_GetResultItems(resultHandle, pOutItemsArray, ref punOutItemsArraySize);
}
示例7: ISteamGameServerInventory_ExchangeItems
public static extern bool ISteamGameServerInventory_ExchangeItems(out SteamInventoryResult_t pResultHandle, [In, Out] SteamItemDef_t[] pArrayGenerate, [In, Out] uint[] punArrayGenerateQuantity, uint unArrayGenerateLength, [In, Out] SteamItemInstanceID_t[] pArrayDestroy, [In, Out] uint[] punArrayDestroyQuantity, uint unArrayDestroyLength);
示例8: ISteamGameServerInventory_TransferItemQuantity
public static extern bool ISteamGameServerInventory_TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest);
示例9: ISteamGameServerInventory_AddPromoItems
public static extern bool ISteamGameServerInventory_AddPromoItems(out SteamInventoryResult_t pResultHandle, [In, Out] SteamItemDef_t[] pArrayItemDefs, uint unArrayLength);
示例10: ISteamGameServerInventory_ConsumeItem
public static extern bool ISteamGameServerInventory_ConsumeItem(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity);
示例11: ISteamGameServerInventory_AddPromoItem
public static extern bool ISteamGameServerInventory_AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef);
示例12: ISteamGameServerInventory_GrantPromoItems
public static extern bool ISteamGameServerInventory_GrantPromoItems(out SteamInventoryResult_t pResultHandle);
示例13: ISteamGameServerInventory_GenerateItems
public static extern bool ISteamGameServerInventory_GenerateItems(out SteamInventoryResult_t pResultHandle, [In, Out] SteamItemDef_t[] pArrayItemDefs, [In, Out] uint[] punArrayQuantity, uint unArrayLength);
示例14: ExchangeItems
/// <summary>
/// <para> ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be</para>
/// <para> used to implement crafting recipes or transmutations, or items which unpack themselves</para>
/// <para> into other items. Like GenerateItems, this is a flexible and dangerous API which is</para>
/// <para> meant for rapid prototyping. You can configure restrictions on ExchangeItems via the</para>
/// <para> Steamworks website, such as limiting it to a whitelist of input/output combinations</para>
/// <para> corresponding to recipes.</para>
/// <para> (Note: although GenerateItems may be hard or impossible to use securely in your game,</para>
/// <para> ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)</para>
/// </summary>
public static bool ExchangeItems(out SteamInventoryResult_t pResultHandle, SteamItemDef_t[] pArrayGenerate, uint[] punArrayGenerateQuantity, uint unArrayGenerateLength, SteamItemInstanceID_t[] pArrayDestroy, uint[] punArrayDestroyQuantity, uint unArrayDestroyLength) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamGameServerInventory_ExchangeItems(out pResultHandle, pArrayGenerate, punArrayGenerateQuantity, unArrayGenerateLength, pArrayDestroy, punArrayDestroyQuantity, unArrayDestroyLength);
}
示例15: ISteamGameServerInventory_TriggerItemDrop
public static extern bool ISteamGameServerInventory_TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition);