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C# PublishedFileId_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PublishedFileId_t的典型用法代码示例。如果您正苦于以下问题:C# PublishedFileId_t类的具体用法?C# PublishedFileId_t怎么用?C# PublishedFileId_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。



PublishedFileId_t类属于命名空间,在下文中一共展示了PublishedFileId_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: PublishedFile

        public PublishedFile(PublishedFileId_t id, AppId_t appId) {
            Contract.Requires<ArgumentNullException>(id != null);
            Contract.Requires<ArgumentNullException>(appId != null);

            Pid = id;
            Aid = appId;
        }
开发者ID:SIXNetworks,项目名称:withSIX.Desktop,代码行数:7,代码来源:PublishedFile.cs


示例2: GetItemInstallInfo

 public static bool GetItemInstallInfo(PublishedFileId_t nPublishedFileID, out ulong punSizeOnDisk, out string pchFolder, uint cchFolderSize, out uint punTimeStamp)
 {
     InteropHelp.TestIfAvailableClient();
     IntPtr intPtr = Marshal.AllocHGlobal((int)cchFolderSize);
     bool flag = NativeMethods.ISteamUGC_GetItemInstallInfo(nPublishedFileID, out punSizeOnDisk, intPtr, cchFolderSize, out punTimeStamp);
     pchFolder = ((!flag) ? null : InteropHelp.PtrToStringUTF8(intPtr));
     Marshal.FreeHGlobal(intPtr);
     return flag;
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:9,代码来源:SteamUGC.cs


示例3: UnsubscribePublishedFile

 public static SteamAPICall_t UnsubscribePublishedFile(PublishedFileId_t unPublishedFileId)
 {
     InteropHelp.TestIfAvailableClient();
     return (SteamAPICall_t)NativeMethods.ISteamRemoteStorage_UnsubscribePublishedFile(unPublishedFileId);
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:5,代码来源:SteamRemoteStorage.cs


示例4: GetUserPublishedItemVoteDetails

 public static SteamAPICall_t GetUserPublishedItemVoteDetails(PublishedFileId_t unPublishedFileId)
 {
     InteropHelp.TestIfAvailableClient();
     return (SteamAPICall_t)NativeMethods.ISteamRemoteStorage_GetUserPublishedItemVoteDetails(unPublishedFileId);
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:5,代码来源:SteamRemoteStorage.cs


示例5: CreatePublishedFileUpdateRequest

 public static PublishedFileUpdateHandle_t CreatePublishedFileUpdateRequest(PublishedFileId_t unPublishedFileId)
 {
     InteropHelp.TestIfAvailableClient();
     return (PublishedFileUpdateHandle_t)NativeMethods.ISteamRemoteStorage_CreatePublishedFileUpdateRequest(unPublishedFileId);
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:5,代码来源:SteamRemoteStorage.cs


示例6: DownloadItem

		/// <summary>
		/// <para> download new or update already installed item. If function returns true, wait for DownloadItemResult_t. If the item is already installed,</para>
		/// <para> then files on disk should not be used until callback received. If item is not subscribed to, it will be cached for some time.</para>
		/// <para> If bHighPriority is set, any other item download will be suspended and this item downloaded ASAP.</para>
		/// </summary>
		public static bool DownloadItem(PublishedFileId_t nPublishedFileID, bool bHighPriority) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerUGC_DownloadItem(nPublishedFileID, bHighPriority);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:9,代码来源:isteamgameserverugc.cs


示例7: GetItemInstallInfo

		/// <summary>
		/// <para> get info about currently installed content on disc for items that have k_EItemStateInstalled set</para>
		/// <para> if k_EItemStateLegacyItem is set, pchFolder contains the path to the legacy file itself (not a folder)</para>
		/// </summary>
		public static bool GetItemInstallInfo(PublishedFileId_t nPublishedFileID, out ulong punSizeOnDisk, out string pchFolder, uint cchFolderSize, out uint punTimeStamp) {
			InteropHelp.TestIfAvailableGameServer();
			IntPtr pchFolder2 = Marshal.AllocHGlobal((int)cchFolderSize);
			bool ret = NativeMethods.ISteamGameServerUGC_GetItemInstallInfo(nPublishedFileID, out punSizeOnDisk, pchFolder2, cchFolderSize, out punTimeStamp);
			pchFolder = ret ? InteropHelp.PtrToStringUTF8(pchFolder2) : null;
			Marshal.FreeHGlobal(pchFolder2);
			return ret;
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:12,代码来源:isteamgameserverugc.cs


示例8: GetSubscribedItems

		/// <summary>
		/// <para> all subscribed item PublishFileIDs</para>
		/// </summary>
		public static uint GetSubscribedItems(PublishedFileId_t[] pvecPublishedFileID, uint cMaxEntries) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerUGC_GetSubscribedItems(pvecPublishedFileID, cMaxEntries);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamgameserverugc.cs


示例9: QuerySteamUGC

	/// <summary>
	/// Queries the steam UGC.
	/// </summary>
	public void QuerySteamUGC()
	{
		Debug.Log("Started SteamUGC Query");

        //Check how many items are being downloaded right now
        if(m_RequestUGGDetailsResult.Count > 0)
        {
            //debug log the items being downloaded
            Debug.Log("Number of Items Downloaded right now: " + m_RequestUGGDetailsResult.Count);
        }

        //If an item is being downloaded. Clear it so we don't have to deal with it. 
        m_RequestUGGDetailsResult.Clear();

        //get the number of items downloaded already
        uint nSubscriptions = SteamUGC.GetNumSubscribedItems();
        Debug.Log("Subscribed Items: " + nSubscriptions);

        PublishedFileId_t[] fileIds = new PublishedFileId_t[nSubscriptions];
        uint ret = SteamUGC.GetSubscribedItems(fileIds, nSubscriptions);
        if(ret != nSubscriptions)
        {
            Debug.LogWarning("Subscriptions Returned: " + ret + "| Expected: " + nSubscriptions);
        }

        for (int i = 0; i < nSubscriptions; i++)
        {

            //print("Looping over: " + i + " | " + fileIds[i]);

            CreatedLevel _creation = new CreatedLevel();
            bool installed = SteamUGC.GetItemInstallInfo(fileIds[i], out _creation.unusedSizeOnDisk, out _creation.path, 300, out _creation.unusedLegacyItem);
            //Debug.Log("Creation Path: " + _creation.path + " | Creation Unused Size On Disk: " + _creation.unusedSizeOnDisk + "| Creation Unused Legacy Item: " + _creation.unusedLegacyItem);


            if(!installed)
            {
                //TODO do something if the user is subscribed to an item but does not have it downloaded
                Debug.Log("Not Installed");
            }

            int index = i;

            //Debug.Log("Get Subscriptions");

            var subscriptionDetails = CallResult<SteamUGCRequestUGCDetailsResult_t>.Create(OnSteamUGCRequestUGCDetailsResult);
            subscriptionDetails.Set(SteamUGC.RequestUGCDetails(fileIds[i], 0));
            m_RequestUGGDetailsResult.Add(subscriptionDetails);
            _creation.publishFileID = fileIds[i];


            //m_RequestUGGDetailsResult.Remove(subscriptionDetails);

            //add the level we got from WorkShop Servers the the Created Levels List for later use
            m_CreatedLevels.Add(_creation);

        }

        //TODO: Create a list of the levels you are subscribed too!
        //TODO: Consume when clicking the levels you are subscribed too!


	}
开发者ID:kinifi,项目名称:LE_IM,代码行数:66,代码来源:Level_Intro.cs


示例10: ISteamGameServerUGC_DownloadItem

		public static extern bool ISteamGameServerUGC_DownloadItem(PublishedFileId_t nPublishedFileID, [MarshalAs(UnmanagedType.I1)] bool bHighPriority);
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: ISteamGameServerUGC_GetItemDownloadInfo

		public static extern bool ISteamGameServerUGC_GetItemDownloadInfo(PublishedFileId_t nPublishedFileID, out ulong punBytesDownloaded, out ulong punBytesTotal);
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: ISteamGameServerUGC_GetItemInstallInfo

		public static extern bool ISteamGameServerUGC_GetItemInstallInfo(PublishedFileId_t nPublishedFileID, out ulong punSizeOnDisk, IntPtr pchFolder, uint cchFolderSize, out uint punTimeStamp);
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: ISteamGameServerUGC_GetItemState

		public static extern uint ISteamGameServerUGC_GetItemState(PublishedFileId_t nPublishedFileID);
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: RemoveItemFromFavorites

		public static SteamAPICall_t RemoveItemFromFavorites(AppId_t nAppId, PublishedFileId_t nPublishedFileID) {
			InteropHelp.TestIfAvailableGameServer();
			return (SteamAPICall_t)NativeMethods.ISteamGameServerUGC_RemoveItemFromFavorites(nAppId, nPublishedFileID);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:4,代码来源:isteamgameserverugc.cs


示例15: UnsubscribeItem

		/// <summary>
		/// <para> unsubscribe from this item, will be uninstalled after game quits</para>
		/// </summary>
		public static SteamAPICall_t UnsubscribeItem(PublishedFileId_t nPublishedFileID) {
			InteropHelp.TestIfAvailableGameServer();
			return (SteamAPICall_t)NativeMethods.ISteamGameServerUGC_UnsubscribeItem(nPublishedFileID);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamgameserverugc.cs


示例16: SetUserItemVote

		/// <summary>
		/// <para> Steam Workshop Consumer API</para>
		/// </summary>
		public static SteamAPICall_t SetUserItemVote(PublishedFileId_t nPublishedFileID, bool bVoteUp) {
			InteropHelp.TestIfAvailableClient();
			return (SteamAPICall_t)NativeMethods.ISteamUGC_SetUserItemVote(nPublishedFileID, bVoteUp);
		}
开发者ID:zsebastian,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamugc.cs


示例17: GetItemState

		/// <summary>
		/// <para> get EItemState flags about item on this client</para>
		/// </summary>
		public static uint GetItemState(PublishedFileId_t nPublishedFileID) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerUGC_GetItemState(nPublishedFileID);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamgameserverugc.cs


示例18: AddItemToFavorites

		public static SteamAPICall_t AddItemToFavorites(AppId_t nAppId, PublishedFileId_t nPublishedFileID) {
			InteropHelp.TestIfAvailableClient();
			return (SteamAPICall_t)NativeMethods.ISteamUGC_AddItemToFavorites(nAppId, nPublishedFileID);
		}
开发者ID:zsebastian,项目名称:Steamworks.NET,代码行数:4,代码来源:isteamugc.cs


示例19: GetItemDownloadInfo

		/// <summary>
		/// <para> get info about pending update for items that have k_EItemStateNeedsUpdate set. punBytesTotal will be valid after download started once</para>
		/// </summary>
		public static bool GetItemDownloadInfo(PublishedFileId_t nPublishedFileID, out ulong punBytesDownloaded, out ulong punBytesTotal) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerUGC_GetItemDownloadInfo(nPublishedFileID, out punBytesDownloaded, out punBytesTotal);
		}
开发者ID:jtsadlerjr,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamgameserverugc.cs


示例20: SubscribeItem

		/// <summary>
		/// <para> subscribe to this item, will be installed ASAP</para>
		/// </summary>
		public static SteamAPICall_t SubscribeItem(PublishedFileId_t nPublishedFileID) {
			InteropHelp.TestIfAvailableClient();
			return (SteamAPICall_t)NativeMethods.ISteamUGC_SubscribeItem(nPublishedFileID);
		}
开发者ID:zsebastian,项目名称:Steamworks.NET,代码行数:7,代码来源:isteamugc.cs



注:本文中的PublishedFileId_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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