Exemple #1
0
        /// <summary>
        /// Grant all promotional items the user is eligible for.
        /// </summary>
        public static async Task <InventoryResult?> GrantPromoItemsAsync()
        {
            var sresult = Defines.k_SteamInventoryResultInvalid;

            if (!Internal.GrantPromoItems(ref sresult))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
        /// <summary>
        /// Trigger a promo item drop. You can call this at startup, it won't
        /// give users multiple promo drops.
        /// </summary>
        public static async Task <InventoryResult?> AddPromoItemAsync(InventoryDefId id)
        {
            var sresult = Defines.k_SteamInventoryResultInvalid;

            if (!Internal.AddPromoItem(ref sresult, id))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
Exemple #3
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        /// <summary>
        /// Split stack into two items
        /// </summary>
        public async Task <InventoryResult?> SplitStackAsync(int quantity = 1)
        {
            var sresult = default(SteamInventoryResult_t);

            if (!SteamInventory.Internal.TransferItemQuantity(ref sresult, Id, (uint)quantity, ulong.MaxValue))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
        /// <summary>
        /// Trigger an item drop for this user. This is for timed drops.
        /// </summary>
        public static async Task <InventoryResult?> TriggerItemDropAsync(InventoryDefId id)
        {
            var sresult = Defines.k_SteamInventoryResultInvalid;

            if (!Internal.TriggerItemDrop(ref sresult, id))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
Exemple #5
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        /// <summary>
        /// Grant all promotional items the user is eligible for
        /// </summary>
        public static async Task <InventoryResult?> GrantPromoItemsAsync()
        {
            var sresult = default(SteamInventoryResult_t);

            if (!Internal.GrantPromoItems(ref sresult))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
Exemple #6
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        /// <summary>
        /// Add x units of the target item to this item
        /// </summary>
        public async Task <InventoryResult?> AddAsync(InventoryItem add, int quantity = 1)
        {
            var sresult = default(SteamInventoryResult_t);

            if (!SteamInventory.Internal.TransferItemQuantity(ref sresult, add.Id, (uint)quantity, Id))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
Exemple #7
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        /// <summary>
        /// Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed.
        /// Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game implements item removal at all,
        /// a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain item definitions or fully
        /// blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother borrowed my laptop and deleted all of my rare items".
        /// </summary>
        public async Task <InventoryResult?> ConsumeAsync(int amount = 1)
        {
            var sresult = default(SteamInventoryResult_t);

            if (!SteamInventory.Internal.ConsumeItem(ref sresult, Id, (uint)amount))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
Exemple #8
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        /// <summary>
        /// This is used to grant a specific item to the user. This should
        /// only be used for development prototyping, from a trusted server,
        /// or if you don't care about hacked clients granting arbitrary items.
        /// This call can be disabled by a setting on Steamworks.
        /// </summary>
        public static async Task <InventoryResult?> GenerateItemAsync(InventoryDef target, int amount)
        {
            var sresult = Defines.k_SteamInventoryResultInvalid;

            var defs = new InventoryDefId[] { target.Id };
            var cnts = new uint[] { (uint)amount };

            if (!Internal.GenerateItems(ref sresult, defs, cnts, 1))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
        public static async Task <InventoryResult?> GetAllItemsAsync()
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            if (SteamInventory.Internal.GetAllItems(ref steamInventoryResultT))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
        public async Task <InventoryResult?> ConsumeAsync(int amount = 1)
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            if (SteamInventory.Internal.ConsumeItem(ref steamInventoryResultT, this.Id, (uint)amount))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
        public async Task <InventoryResult?> AddAsync(InventoryItem add, int quantity = 1)
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            if (SteamInventory.Internal.TransferItemQuantity(ref steamInventoryResultT, add.Id, (uint)quantity, this.Id))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
        public static async Task <InventoryResult?> AddPromoItemAsync(InventoryDefId id)
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            if (SteamInventory.Internal.AddPromoItem(ref steamInventoryResultT, id))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
        public async Task <InventoryResult?> SplitStackAsync(int quantity = 1)
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            if (SteamInventory.Internal.TransferItemQuantity(ref steamInventoryResultT, this.Id, (uint)quantity, (long)-1))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
Exemple #14
0
        /// <summary>
        /// Crafting! Uses the passed items to buy the target item.
        /// You need to have set up the appropriate exchange rules in your item
        /// definitions. This assumes all the items passed in aren't stacked.
        /// </summary>
        public static async Task <InventoryResult?> CraftItemAsync(InventoryItem.Amount[] list, InventoryDef target)
        {
            var sresult = Defines.k_SteamInventoryResultInvalid;

            var give  = new InventoryDefId[] { target.Id };
            var givec = new uint[] { 1 };

            var sell  = list.Select(x => x.Item.Id).ToArray();
            var sellc = list.Select(x => (uint)x.Quantity).ToArray();

            if (!Internal.ExchangeItems(ref sresult, give, givec, 1, sell, sellc, (uint)sell.Length))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
        public static async Task <InventoryResult?> GenerateItemAsync(InventoryDef target, int amount)
        {
            InventoryResult?       async;
            SteamInventoryResult_t steamInventoryResultT = new SteamInventoryResult_t();

            InventoryDefId[] id       = new InventoryDefId[] { target.Id };
            uint[]           numArray = new UInt32[] { amount };
            if (SteamInventory.Internal.GenerateItems(ref steamInventoryResultT, id, numArray, 1))
            {
                async = await InventoryResult.GetAsync(steamInventoryResultT);
            }
            else
            {
                async = null;
            }
            return(async);
        }
        /// <summary>
        /// Crafting! Uses the passed items to buy the target item.
        /// You need to have set up the appropriate exchange rules in your item
        /// definitions. This assumes all the items passed in aren't stacked.
        /// </summary>
        static async Task <InventoryResult?> CraftItem(InventoryItem[] list, InventoryDef target)
        {
            var sresult = default(SteamInventoryResult_t);

            var give  = new InventoryDefId[] { target.Id };
            var givec = new uint[] { 1 };

            var sell  = list.Select(x => x.Id).ToArray();
            var sellc = list.Select(x => (uint)1).ToArray();

            if (!Internal.ExchangeItems(ref sresult, give, givec, 1, sell, sellc, (uint)sell.Length))
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult));
        }
        /// <summary>
        /// Deserializes a result set and verifies the signature bytes.
        /// This call has a potential soft-failure mode where the Result is expired, it will
        /// still succeed in this mode.The "expired"
        /// result could indicate that the data may be out of date - not just due to timed
        /// expiration( one hour ), but also because one of the items in the result set may
        /// have been traded or consumed since the result set was generated.You could compare
        /// the timestamp from GetResultTimestamp to ISteamUtils::GetServerRealTime to determine
        /// how old the data is. You could simply ignore the "expired" result code and
        /// continue as normal, or you could request the player with expired data to send
        /// an updated result set.
        /// You should call CheckResultSteamID on the result handle when it completes to verify
        /// that a remote player is not pretending to have a different user's inventory.
        /// </summary>
        static async Task <InventoryResult?> DeserializeAsync(byte[] data, int dataLength = -1)
        {
            if (data == null)
            {
                throw new ArgumentException("data should nto be null");
            }

            if (dataLength == -1)
            {
                dataLength = data.Length;
            }

            var sresult = DeserializeResult(data, dataLength);

            if (!sresult.HasValue)
            {
                return(null);
            }

            return(await InventoryResult.GetAsync(sresult.Value));
        }