public void Set(QueryPlayerAchievementsOptions other) { if (other != null) { m_ApiVersion = AchievementsInterface.QueryplayerachievementsApiLatest; UserId = other.UserId; } }
/// <summary> /// Query for a list of achievements for a specific player, including progress towards completion for each achievement. /// /// @note When the Social Overlay is enabled then this will be called automatically. The Social Overlay is enabled by default (see <see cref="Platform.PlatformFlags.DisableSocialOverlay" />). /// </summary> /// <param name="options">Structure containing information about the player whose achievements we're retrieving.</param> /// <param name="clientData">Arbitrary data that is passed back to you in the CompletionDelegate</param> /// <param name="completionDelegate">This function is called when the query player achievements operation completes.</param> /// <returns> /// <see cref="Result.Success" /> if the operation completes successfully /// <see cref="Result.InvalidProductUserID" /> if any of the userid options are incorrect /// <see cref="Result.InvalidParameters" /> if any of the other options are incorrect /// </returns> public void QueryPlayerAchievements(QueryPlayerAchievementsOptions options, object clientData, OnQueryPlayerAchievementsCompleteCallback completionDelegate) { System.IntPtr optionsAddress = new System.IntPtr(); Helper.TryMarshalSet <QueryPlayerAchievementsOptionsInternal, QueryPlayerAchievementsOptions>(ref optionsAddress, options); var clientDataAddress = System.IntPtr.Zero; var completionDelegateInternal = new OnQueryPlayerAchievementsCompleteCallbackInternal(OnQueryPlayerAchievementsCompleteCallbackInternalImplementation); Helper.AddCallback(ref clientDataAddress, clientData, completionDelegate, completionDelegateInternal); EOS_Achievements_QueryPlayerAchievements(InnerHandle, optionsAddress, clientDataAddress, completionDelegateInternal); Helper.TryMarshalDispose(ref optionsAddress); }