/// <summary> /// Fetch all items and print the results to the console. /// </summary> public void getAllTest() { if (SteamworksPlayerInventory.GetAllItems((status, results) => { if (status) { Debug.Log("Query returned " + results.Length + " items."); } else { Debug.Log("Query failed."); } })) { Debug.Log("Get All Items request sent to Steam."); } else { Debug.Log("Get All Items failed to send to Steam."); } }
/// <summary> /// <para>Updates the InventoryItemDefinition.Instances list of each of the referenced Item Definitions with the results of a 'Get All Items' query against the current user's Steam Inventory.</para> /// <para>This will cause the Instances member of each item to reflect the current state of the users inventory.</para> /// <para> <para> /// <para>This will trigger the Item Instances Updated event after steam responds with the users inventory items and the items have been updated to reflect the correct instances.</para> /// </summary> public void RefreshInventory() { foreach (var item in ItemDefinitions) { if (item.Instances == null) { item.Instances = new List <SteamItemDetails_t>(); } else { item.Instances.Clear(); } } var result = SteamworksPlayerInventory.GetAllItems(null); if (!result) { Debug.LogWarning("[SteamworksInventorySettings.RefreshInventory] - Call failed"); } }