Beispiel #1
0
 /// <summary>
 /// Called when stats have been saved to the steam servers.
 /// </summary>
 /// <param name="value"></param>
 private void UserStatsStored(ManagedSteam.CallbackStructures.UserStatsStored value)
 {
     // Make sure that the callback is for this game
     if (value.GameID.AsUInt64 == (Steamworks.SteamInterface.AppID.AsUInt64))
     {
         if (value.Result == ManagedSteam.SteamTypes.Result.OK)
         {
             UnityEngine.Debug.Log("Stats saved to the server successfully.");
         }
         else
         {
             UnityEngine.Debug.LogWarning("Failed to save stats to the server.");
         }
     }
 }
        private void Stats_UserStatsStored(UserStatsStored value)
        {
            Stats.RequestUserStats(friends[0]);

            Stats.UserStatsStored -= Stats_UserStatsStored;
        }