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C# SteamInventoryResult_t类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中SteamInventoryResult_t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20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,您的评价将有助于我们的系统推荐出更棒的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;
	}
开发者ID:yoraiz0r,项目名称:Steamworks.NET-Test,代码行数:10,代码来源:SteamInventoryTest.cs


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);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


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);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:9,代码来源:isteamgameserverinventory.cs


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);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:14,代码来源:isteamgameserverinventory.cs


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);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:14,代码来源:isteamgameserverinventory.cs


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);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:8,代码来源:isteamgameserverinventory.cs


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);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例8: ISteamGameServerInventory_TransferItemQuantity

		public static extern bool ISteamGameServerInventory_TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例9: ISteamGameServerInventory_AddPromoItems

		public static extern bool ISteamGameServerInventory_AddPromoItems(out SteamInventoryResult_t pResultHandle, [In, Out] SteamItemDef_t[] pArrayItemDefs, uint unArrayLength);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例10: ISteamGameServerInventory_ConsumeItem

		public static extern bool ISteamGameServerInventory_ConsumeItem(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemConsume, uint unQuantity);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例11: ISteamGameServerInventory_AddPromoItem

		public static extern bool ISteamGameServerInventory_AddPromoItem(out SteamInventoryResult_t pResultHandle, SteamItemDef_t itemDef);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例12: ISteamGameServerInventory_GrantPromoItems

		public static extern bool ISteamGameServerInventory_GrantPromoItems(out SteamInventoryResult_t pResultHandle);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


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);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


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);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:14,代码来源:isteamgameserverinventory.cs


示例15: ISteamGameServerInventory_TriggerItemDrop

		public static extern bool ISteamGameServerInventory_TriggerItemDrop(out SteamInventoryResult_t pResultHandle, SteamItemDef_t dropListDefinition);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例16: TransferItemQuantity

		/// <summary>
		/// <para> TransferItemQuantity() is intended for use with items which are "stackable" (can have</para>
		/// <para> quantity greater than one). It can be used to split a stack into two, or to transfer</para>
		/// <para> quantity from one stack into another stack of identical items. To split one stack into</para>
		/// <para> two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.</para>
		/// </summary>
		public static bool TransferItemQuantity(out SteamInventoryResult_t pResultHandle, SteamItemInstanceID_t itemIdSource, uint unQuantity, SteamItemInstanceID_t itemIdDest) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_TransferItemQuantity(out pResultHandle, itemIdSource, unQuantity, itemIdDest);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:10,代码来源:isteamgameserverinventory.cs


示例17: ISteamGameServerInventory_TradeItems

		public static extern bool ISteamGameServerInventory_TradeItems(out SteamInventoryResult_t pResultHandle, CSteamID steamIDTradePartner, [In, Out] SteamItemInstanceID_t[] pArrayGive, [In, Out] uint[] pArrayGiveQuantity, uint nArrayGiveLength, [In, Out] SteamItemInstanceID_t[] pArrayGet, [In, Out] uint[] pArrayGetQuantity, uint nArrayGetLength);
开发者ID:xulinqs,项目名称:Steamworks.NET,代码行数:1,代码来源:NativeMethods.cs


示例18: TradeItems

		/// <summary>
		/// <para> IN-GAME TRADING</para>
		/// <para> TradeItems() implements limited in-game trading of items, if you prefer not to use</para>
		/// <para> the overlay or an in-game web browser to perform Steam Trading through the website.</para>
		/// <para> You should implement a UI where both players can see and agree to a trade, and then</para>
		/// <para> each client should call TradeItems simultaneously (+/- 5 seconds) with matching</para>
		/// <para> (but reversed) parameters. The result is the same as if both players performed a</para>
		/// <para> Steam Trading transaction through the web. Each player will get an inventory result</para>
		/// <para> confirming the removal or quantity changes of the items given away, and the new</para>
		/// <para> item instance id numbers and quantities of the received items.</para>
		/// <para> (Note: new item instance IDs are generated whenever an item changes ownership.)</para>
		/// </summary>
		public static bool TradeItems(out SteamInventoryResult_t pResultHandle, CSteamID steamIDTradePartner, SteamItemInstanceID_t[] pArrayGive, uint[] pArrayGiveQuantity, uint nArrayGiveLength, SteamItemInstanceID_t[] pArrayGet, uint[] pArrayGetQuantity, uint nArrayGetLength) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_TradeItems(out pResultHandle, steamIDTradePartner, pArrayGive, pArrayGiveQuantity, nArrayGiveLength, pArrayGet, pArrayGetQuantity, nArrayGetLength);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:16,代码来源:isteamgameserverinventory.cs


示例19: SerializeResult

		/// <summary>
		/// <para> RESULT SERIALIZATION AND AUTHENTICATION</para>
		/// <para> Serialized result sets contain a short signature which can't be forged</para>
		/// <para> or replayed across different game sessions. A result set can be serialized</para>
		/// <para> on the local client, transmitted to other players via your game networking,</para>
		/// <para> and deserialized by the remote players. This is a secure way of preventing</para>
		/// <para> hackers from lying about posessing rare/high-value items.</para>
		/// <para> Serializes a result set with signature bytes to an output buffer. Pass</para>
		/// <para> NULL as an output buffer to get the required size via punOutBufferSize.</para>
		/// <para> The size of a serialized result depends on the number items which are being</para>
		/// <para> serialized. When securely transmitting items to other players, it is</para>
		/// <para> recommended to use "GetItemsByID" first to create a minimal result set.</para>
		/// <para> Results have a built-in timestamp which will be considered "expired" after</para>
		/// <para> an hour has elapsed. See DeserializeResult for expiration handling.</para>
		/// </summary>
		public static bool SerializeResult(SteamInventoryResult_t resultHandle, byte[] pOutBuffer, out uint punOutBufferSize) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_SerializeResult(resultHandle, pOutBuffer, out punOutBufferSize);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:19,代码来源:isteamgameserverinventory.cs


示例20: GetResultTimestamp

		/// <summary>
		/// <para> Returns the server time at which the result was generated. Compare against</para>
		/// <para> the value of IClientUtils::GetServerRealTime() to determine age.</para>
		/// </summary>
		public static uint GetResultTimestamp(SteamInventoryResult_t resultHandle) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerInventory_GetResultTimestamp(resultHandle);
		}
开发者ID:FuzzyWuff,项目名称:Steamworks.NET,代码行数:8,代码来源:isteamgameserverinventory.cs



注:本文中的SteamInventoryResult_t类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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