void Achievements_UserStatsReceived(UserStatsReceived value) { bool achieved; uint unlockTime; if (!Stats.GetAchievementAndUnlockTime(Achievements.LevelNames[0], out achieved, out unlockTime)) { Failed(); } Print(String.Format("Achievement {0}, achieved {1}, unlockTime {2}", Achievements.LevelNames[0], achieved, unlockTime)); bool unlocked; if (Stats.GetAchievement("COMPLETED_LEVEL_00", out unlocked)) { if (!unlocked) { if (Stats.SetAchievement("COMPLETED_LEVEL_00")) { Print("Achievement unlocked"); } } else { achievementsDone = true; } } // Tell the steam client that we want to upload the new stat values. // This will cause the UserStatsStored method to be called once the upload is complete. Stats.StoreStats(); }
private void Stats_UserStatsReceived(UserStatsReceived value) { int dataInt; float dataFloat; bool lastResult; if (value.UserID == Steam.User.GetSteamID()) { lastResult = Stats.GetStat(StatIntName, out dataInt); lastResult = Stats.GetStat(StatFloatName, out dataFloat); lastResult = Stats.SetStat(StatIntName, dataInt + 1); lastResult = Stats.SetStat(StatFloatName, dataFloat + 1); lastResult = Stats.UpdateAverageRateStat(StatFloatAverageName, dataFloat, 1.0); lastResult = Stats.StoreStats(); } else { lastResult = Stats.GetUserStat(friends[0], StatIntName, out dataInt); lastResult = Stats.GetUserStat(friends[0], StatFloatName, out dataFloat); Stats.RequestGlobalStats(10); // This is the second time this callback is used, disable it. Stats.UserStatsReceived -= Stats_UserStatsReceived; } if (lastResult) { Console.WriteLine("Test"); } }
private void Leaderboards_UserStatsReceived(UserStatsReceived value) { }