Update steamworks.
This commit is contained in:
parent
cec35efb46
commit
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version https://git-lfs.github.com/spec/v1
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BIN
netstandard2.1/Facepunch.Steamworks.Posix.pdb
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netstandard2.1/Facepunch.Steamworks.Posix.pdb
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@ -1037,6 +1037,14 @@
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Remove this server from our favourite list
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Remove this server from our favourite list
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</summary>
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</summary>
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</member>
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</member>
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<member name="M:Steamworks.ISteamMatchmakingServers.HasServerResponded(Steamworks.Data.HServerListRequest,System.Int32)">
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<summary>
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Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap
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</summary>
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<param name="hRequest"></param>
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<param name="iServer"></param>
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<returns></returns>
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</member>
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<member name="P:Steamworks.ConnectionManager.Interface">
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<member name="P:Steamworks.ConnectionManager.Interface">
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<summary>
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<summary>
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An optional interface to use instead of deriving
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An optional interface to use instead of deriving
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@ -2855,6 +2863,109 @@
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<param name="steamid">The SteamId of the user to store stats for.</param>
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<param name="steamid">The SteamId of the user to store stats for.</param>
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<returns>A task describing the progress and result of the commit.</returns>
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<returns>A task describing the progress and result of the commit.</returns>
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</member>
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</member>
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<member name="M:Steamworks.SteamTimeline.SetTimelineTooltip(System.String,System.Single)">
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<summary>
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Sets a description for the current game state in the timeline. These help the user to find specific moments in the timeline when saving clips. Setting a
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new state description replaces any previous description.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.ClearTimelineTooltip(System.Single)">
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<summary>
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Clears the previous set game state in the timeline.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.AddInstantaneousTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
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<summary>
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Use this to mark an event on the Timeline. This event will be instantaneous. (See <see cref="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)"/> to add events that happened over time.)
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)">
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<summary>
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Use this to mark an event on the Timeline that takes some amount of time to complete.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
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<summary>
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Use this to mark the start of an event on the Timeline that takes some amount of time to complete. The duration of the event is determined by a matching call
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to <see cref="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)"/>. If the game wants to cancel an event in progress, they can do that with a call to <see cref="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.UpdateRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.String,System.String,System.String,System.UInt32,Steamworks.TimelineEventClipPriority)">
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<summary>
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Use this to update the details of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)">
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<summary>
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Use this to identify the end of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)">
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<summary>
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Use this to remove a Timeline event that was previously added.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.DoesEventRecordingExist(Steamworks.Data.TimelineEventHandle)">
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<summary>
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Use this to determine if video recordings exist for the specified event. This can be useful when the game needs to decide whether or not to show a control
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that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.StartGamePhase">
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<summary>
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Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game
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to game, but the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the main way a user
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would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases
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should be used to mark sections of gameplay that the user might be interested in watching.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.EndGamePhase">
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<summary>
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Use this to end a game phase that was started with <see cref="M:Steamworks.SteamTimeline.StartGamePhase"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.SetGamePhaseId(System.String)">
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<summary>
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The phase ID is used to let the game identify which phase it is referring to in calls to <see cref="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)"/> or
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<see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>. It may also be used to associated multiple phases with each other.
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</summary>
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<param name="phaseId">A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a single player game, the ID of a character, etc.</param>
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</member>
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<member name="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)">
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<summary>
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Use this to determine if video recordings exist for the specified game phase. This can be useful when the game needs to decide whether or not to show a control that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.AddGamePhaseTag(System.String,System.String,System.String,System.UInt32)">
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<summary>
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Use this to add a game phase tag. Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, game mode, etc. Tags can have an icon
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in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, this may be called multiple times for a "Bosses Defeated" group,
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with different names and icons for each boss defeated during the phase, all of which will be shown to the user.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.SetGamePhaseAttribute(System.String,System.String,System.UInt32)">
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<summary>
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Use this to add a game phase attribute. Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant to be used for phase metadata
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that is not part of a well defined set of options. For example, a KDA attribute that starts with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character
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name. Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.SetTimelineGameMode(Steamworks.TimelineGameMode)">
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<summary>
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Changes the color of the timeline bar. See <see cref="T:Steamworks.TimelineGameMode"/> for how to use each value.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)">
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<summary>
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Opens the Steam overlay to the section of the timeline represented by the game phase.
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</summary>
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</member>
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<member name="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)">
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<summary>
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Opens the Steam overlay to the section of the timeline represented by the timeline event. This event must be in the current game session, since <see cref="T:Steamworks.Data.TimelineEventHandle"/> values are not
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valid for future runs of the game.
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</summary>
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</member>
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<member name="T:Steamworks.SteamUGC">
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<member name="T:Steamworks.SteamUGC">
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<summary>
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<summary>
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Functions for accessing and manipulating Steam user information.
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Functions for accessing and manipulating Steam user information.
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@ -2966,7 +3077,12 @@
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</member>
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</member>
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<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
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<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
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<summary>
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<summary>
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Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)"/>.
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Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)"/>.
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</summary>
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</member>
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<member name="E:Steamworks.SteamUser.OnGetTicketForWebApiResponse">
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<summary>
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Used internally for <see cref="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)"/>.
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</summary>
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</summary>
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</member>
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</member>
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<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
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<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
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@ -3034,12 +3150,25 @@
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Advanced and potentially fastest version - incase you know what you're doing
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Advanced and potentially fastest version - incase you know what you're doing
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</summary>
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</summary>
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</member>
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</member>
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<member name="M:Steamworks.SteamUser.GetAuthSessionTicket">
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<member name="M:Steamworks.SteamUser.GetAuthSessionTicket(Steamworks.Data.NetIdentity)">
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<summary>
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<summary>
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Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
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Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
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</summary>
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</summary>
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</member>
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</member>
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<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)">
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<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)">
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<summary>
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Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
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This waits for a positive response from the backend before returning the ticket. This means
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the ticket is definitely ready to go as soon as it returns. Will return <see langword="null"/> if the callback
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times out or returns negatively.
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</summary>
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</member>
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<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApi(System.String)">
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<summary>
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Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
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</summary>
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</member>
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<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)">
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<summary>
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<summary>
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Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
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Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
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This waits for a positive response from the backend before returning the ticket. This means
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This waits for a positive response from the backend before returning the ticket. This means
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@ -3169,10 +3298,8 @@
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</member>
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</member>
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<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
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<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
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<summary>
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<summary>
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Asynchronously request the user's current stats and achievements from the server.
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This call is no longer required as it is managed by the Steam client. The game stats and achievements
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You must always call this first to get the initial status of stats and achievements.
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will be synchronized with Steam before the game process begins.
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Only after the resulting callback comes back can you start calling the rest of the stats
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and achievement functions for the current user.
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</summary>
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</summary>
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</member>
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</member>
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<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
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<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
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@ -3507,6 +3634,27 @@
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Returns true if this friend is marked as snoozing
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Returns true if this friend is marked as snoozing
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</summary>
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</summary>
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</member>
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</member>
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<member name="P:Steamworks.Friend.Name">
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<summary>
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Returns the player's current Steam name.
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<remarks>
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Steam returns nicknames here if "Append nicknames to friends' names" is disabled in the Steam client.
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</remarks>
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</summary>
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</member>
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<member name="P:Steamworks.Friend.Nickname">
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<summary>
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Returns the nickname that was set for this Steam player, if any.
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<remarks>
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Steam will never return nicknames if "Append nicknames to friends' names" is disabled in the Steam client.
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</remarks>
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</summary>
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</member>
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<member name="P:Steamworks.Friend.NameHistory">
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<summary>
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Returns the player's Steam name history.
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</summary>
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</member>
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<member name="M:Steamworks.Friend.InviteToGame(System.String)">
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<member name="M:Steamworks.Friend.InviteToGame(System.String)">
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<summary>
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<summary>
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Invite this friend to the game that we are playing
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Invite this friend to the game that we are playing
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enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: None
|
|
||||||
- first:
|
|
||||||
Standalone: Win
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: x86
|
|
||||||
- first:
|
|
||||||
Standalone: Win64
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: None
|
|
||||||
- first:
|
|
||||||
Windows Store Apps: WindowsStoreApps
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: AnyCPU
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
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Load Diff
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
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|
||||||
size 551936
|
size 574464
|
||||||
|
BIN
netstandard2.1/Facepunch.Steamworks.Win64.pdb
Normal file
BIN
netstandard2.1/Facepunch.Steamworks.Win64.pdb
Normal file
Binary file not shown.
@ -1,6 +1,6 @@
|
|||||||
fileFormatVersion: 2
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||||||
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|
@ -1037,6 +1037,14 @@
|
|||||||
Remove this server from our favourite list
|
Remove this server from our favourite list
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
|
<member name="M:Steamworks.ISteamMatchmakingServers.HasServerResponded(Steamworks.Data.HServerListRequest,System.Int32)">
|
||||||
|
<summary>
|
||||||
|
Read gameserveritem_t.m_bHadSuccessfulResponse without allocating the struct on the heap
|
||||||
|
</summary>
|
||||||
|
<param name="hRequest"></param>
|
||||||
|
<param name="iServer"></param>
|
||||||
|
<returns></returns>
|
||||||
|
</member>
|
||||||
<member name="P:Steamworks.ConnectionManager.Interface">
|
<member name="P:Steamworks.ConnectionManager.Interface">
|
||||||
<summary>
|
<summary>
|
||||||
An optional interface to use instead of deriving
|
An optional interface to use instead of deriving
|
||||||
@ -2855,6 +2863,109 @@
|
|||||||
<param name="steamid">The SteamId of the user to store stats for.</param>
|
<param name="steamid">The SteamId of the user to store stats for.</param>
|
||||||
<returns>A task describing the progress and result of the commit.</returns>
|
<returns>A task describing the progress and result of the commit.</returns>
|
||||||
</member>
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.SetTimelineTooltip(System.String,System.Single)">
|
||||||
|
<summary>
|
||||||
|
Sets a description for the current game state in the timeline. These help the user to find specific moments in the timeline when saving clips. Setting a
|
||||||
|
new state description replaces any previous description.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.ClearTimelineTooltip(System.Single)">
|
||||||
|
<summary>
|
||||||
|
Clears the previous set game state in the timeline.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.AddInstantaneousTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
|
||||||
|
<summary>
|
||||||
|
Use this to mark an event on the Timeline. This event will be instantaneous. (See <see cref="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)"/> to add events that happened over time.)
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.AddRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,System.Single,Steamworks.TimelineEventClipPriority)">
|
||||||
|
<summary>
|
||||||
|
Use this to mark an event on the Timeline that takes some amount of time to complete.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)">
|
||||||
|
<summary>
|
||||||
|
Use this to mark the start of an event on the Timeline that takes some amount of time to complete. The duration of the event is determined by a matching call
|
||||||
|
to <see cref="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)"/>. If the game wants to cancel an event in progress, they can do that with a call to <see cref="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.UpdateRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.String,System.String,System.String,System.UInt32,Steamworks.TimelineEventClipPriority)">
|
||||||
|
<summary>
|
||||||
|
Use this to update the details of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.EndRangeTimelineEvent(Steamworks.Data.TimelineEventHandle,System.Single)">
|
||||||
|
<summary>
|
||||||
|
Use this to identify the end of an event that was started with <see cref="M:Steamworks.SteamTimeline.StartRangeTimelineEvent(System.String,System.String,System.String,System.UInt32,System.Single,Steamworks.TimelineEventClipPriority)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.RemoveTimelineEvent(Steamworks.Data.TimelineEventHandle)">
|
||||||
|
<summary>
|
||||||
|
Use this to remove a Timeline event that was previously added.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.DoesEventRecordingExist(Steamworks.Data.TimelineEventHandle)">
|
||||||
|
<summary>
|
||||||
|
Use this to determine if video recordings exist for the specified event. This can be useful when the game needs to decide whether or not to show a control
|
||||||
|
that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.StartGamePhase">
|
||||||
|
<summary>
|
||||||
|
Use this to start a game phase. Game phases allow the user to navigate their background recordings and clips. Exactly what a game phase means will vary game
|
||||||
|
to game, but the game phase should be a section of gameplay that is usually between 10 minutes and a few hours in length, and should be the main way a user
|
||||||
|
would think to divide up the game. These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases
|
||||||
|
should be used to mark sections of gameplay that the user might be interested in watching.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.EndGamePhase">
|
||||||
|
<summary>
|
||||||
|
Use this to end a game phase that was started with <see cref="M:Steamworks.SteamTimeline.StartGamePhase"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.SetGamePhaseId(System.String)">
|
||||||
|
<summary>
|
||||||
|
The phase ID is used to let the game identify which phase it is referring to in calls to <see cref="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)"/> or
|
||||||
|
<see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>. It may also be used to associated multiple phases with each other.
|
||||||
|
</summary>
|
||||||
|
<param name="phaseId">A game-provided persistent ID for a game phase. This could be a the match ID in a multiplayer game, a chapter name in a single player game, the ID of a character, etc.</param>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.DoesGamePhaseRecordingExist(System.String)">
|
||||||
|
<summary>
|
||||||
|
Use this to determine if video recordings exist for the specified game phase. This can be useful when the game needs to decide whether or not to show a control that will call <see cref="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.AddGamePhaseTag(System.String,System.String,System.String,System.UInt32)">
|
||||||
|
<summary>
|
||||||
|
Use this to add a game phase tag. Phase tags represent data with a well defined set of options, which could be data such as match resolution, hero played, game mode, etc. Tags can have an icon
|
||||||
|
in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, this may be called multiple times for a "Bosses Defeated" group,
|
||||||
|
with different names and icons for each boss defeated during the phase, all of which will be shown to the user.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.SetGamePhaseAttribute(System.String,System.String,System.UInt32)">
|
||||||
|
<summary>
|
||||||
|
Use this to add a game phase attribute. Phase attributes represent generic text fields that can be updated throughout the duration of the phase. They are meant to be used for phase metadata
|
||||||
|
that is not part of a well defined set of options. For example, a KDA attribute that starts with the value "0/0/0" and updates as the phase progresses, or something like a played-entered character
|
||||||
|
name. Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.SetTimelineGameMode(Steamworks.TimelineGameMode)">
|
||||||
|
<summary>
|
||||||
|
Changes the color of the timeline bar. See <see cref="T:Steamworks.TimelineGameMode"/> for how to use each value.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.OpenOverlayToGamePhase(System.String)">
|
||||||
|
<summary>
|
||||||
|
Opens the Steam overlay to the section of the timeline represented by the game phase.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamTimeline.OpenOverlayToTimelineEvent(Steamworks.Data.TimelineEventHandle)">
|
||||||
|
<summary>
|
||||||
|
Opens the Steam overlay to the section of the timeline represented by the timeline event. This event must be in the current game session, since <see cref="T:Steamworks.Data.TimelineEventHandle"/> values are not
|
||||||
|
valid for future runs of the game.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
<member name="T:Steamworks.SteamUGC">
|
<member name="T:Steamworks.SteamUGC">
|
||||||
<summary>
|
<summary>
|
||||||
Functions for accessing and manipulating Steam user information.
|
Functions for accessing and manipulating Steam user information.
|
||||||
@ -2966,7 +3077,12 @@
|
|||||||
</member>
|
</member>
|
||||||
<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
|
<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
|
||||||
<summary>
|
<summary>
|
||||||
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)"/>.
|
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)"/>.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="E:Steamworks.SteamUser.OnGetTicketForWebApiResponse">
|
||||||
|
<summary>
|
||||||
|
Used internally for <see cref="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)"/>.
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
|
<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
|
||||||
@ -3034,12 +3150,25 @@
|
|||||||
Advanced and potentially fastest version - incase you know what you're doing
|
Advanced and potentially fastest version - incase you know what you're doing
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket">
|
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket(Steamworks.Data.NetIdentity)">
|
||||||
<summary>
|
<summary>
|
||||||
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
|
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)">
|
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(Steamworks.Data.NetIdentity,System.Double)">
|
||||||
|
<summary>
|
||||||
|
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
|
||||||
|
This waits for a positive response from the backend before returning the ticket. This means
|
||||||
|
the ticket is definitely ready to go as soon as it returns. Will return <see langword="null"/> if the callback
|
||||||
|
times out or returns negatively.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApi(System.String)">
|
||||||
|
<summary>
|
||||||
|
Retrieve an authentication ticket to be sent to the entity who wishes to authenticate you.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="M:Steamworks.SteamUser.GetAuthTicketForWebApiAsync(System.String,System.Double)">
|
||||||
<summary>
|
<summary>
|
||||||
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
|
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
|
||||||
This waits for a positive response from the backend before returning the ticket. This means
|
This waits for a positive response from the backend before returning the ticket. This means
|
||||||
@ -3169,10 +3298,8 @@
|
|||||||
</member>
|
</member>
|
||||||
<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
|
<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
|
||||||
<summary>
|
<summary>
|
||||||
Asynchronously request the user's current stats and achievements from the server.
|
This call is no longer required as it is managed by the Steam client. The game stats and achievements
|
||||||
You must always call this first to get the initial status of stats and achievements.
|
will be synchronized with Steam before the game process begins.
|
||||||
Only after the resulting callback comes back can you start calling the rest of the stats
|
|
||||||
and achievement functions for the current user.
|
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
|
<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
|
||||||
@ -3507,6 +3634,27 @@
|
|||||||
Returns true if this friend is marked as snoozing
|
Returns true if this friend is marked as snoozing
|
||||||
</summary>
|
</summary>
|
||||||
</member>
|
</member>
|
||||||
|
<member name="P:Steamworks.Friend.Name">
|
||||||
|
<summary>
|
||||||
|
Returns the player's current Steam name.
|
||||||
|
<remarks>
|
||||||
|
Steam returns nicknames here if "Append nicknames to friends' names" is disabled in the Steam client.
|
||||||
|
</remarks>
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Steamworks.Friend.Nickname">
|
||||||
|
<summary>
|
||||||
|
Returns the nickname that was set for this Steam player, if any.
|
||||||
|
<remarks>
|
||||||
|
Steam will never return nicknames if "Append nicknames to friends' names" is disabled in the Steam client.
|
||||||
|
</remarks>
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
|
<member name="P:Steamworks.Friend.NameHistory">
|
||||||
|
<summary>
|
||||||
|
Returns the player's Steam name history.
|
||||||
|
</summary>
|
||||||
|
</member>
|
||||||
<member name="M:Steamworks.Friend.InviteToGame(System.String)">
|
<member name="M:Steamworks.Friend.InviteToGame(System.String)">
|
||||||
<summary>
|
<summary>
|
||||||
Invite this friend to the game that we are playing
|
Invite this friend to the game that we are playing
|
||||||
|
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
oid sha256:c0cc3d2802e5f2463bfa0046c41d2f65a6335baaeefbba6c7dbd5681d5ca7c46
|
oid sha256:b343f8be18ad3b2ddb26f64f157f0cb6a8f84777f129160c7fb2cf83d6aba787
|
||||||
size 421001
|
size 386864
|
||||||
|
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
oid sha256:88dc79403f68e81b6674c927ed362ef3cf69046f587ed009fdc6ad85d85e97f2
|
oid sha256:b2260d2b2ff6ac8d2d10770047967ceb18022fc5c27f94e3246bd7d2a1da82c0
|
||||||
size 610128
|
size 414656
|
||||||
|
@ -1,3 +0,0 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
|
||||||
oid sha256:ade6c83675cd13bac18a6cb6137e82c15ab22e64c6a30ecbfd26b744afea2236
|
|
||||||
size 266128
|
|
@ -1,89 +0,0 @@
|
|||||||
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|
|
||||||
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|
|
||||||
PluginImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
iconMap: {}
|
|
||||||
executionOrder: {}
|
|
||||||
defineConstraints: []
|
|
||||||
isPreloaded: 0
|
|
||||||
isOverridable: 0
|
|
||||||
isExplicitlyReferenced: 0
|
|
||||||
validateReferences: 1
|
|
||||||
platformData:
|
|
||||||
- first:
|
|
||||||
'': Any
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
Exclude Editor: 0
|
|
||||||
Exclude Linux: 0
|
|
||||||
Exclude Linux64: 0
|
|
||||||
Exclude LinuxUniversal: 0
|
|
||||||
Exclude OSXUniversal: 0
|
|
||||||
Exclude Win: 0
|
|
||||||
Exclude Win64: 1
|
|
||||||
- first:
|
|
||||||
Any:
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings: {}
|
|
||||||
- first:
|
|
||||||
Editor: Editor
|
|
||||||
second:
|
|
||||||
enabled: 1
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|
||||||
settings:
|
|
||||||
CPU: x86
|
|
||||||
DefaultValueInitialized: true
|
|
||||||
OS: Windows
|
|
||||||
- first:
|
|
||||||
Facebook: Win
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: AnyCPU
|
|
||||||
- first:
|
|
||||||
Facebook: Win64
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: None
|
|
||||||
- first:
|
|
||||||
Standalone: Linux
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: x86
|
|
||||||
- first:
|
|
||||||
Standalone: Linux64
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: x86_64
|
|
||||||
- first:
|
|
||||||
Standalone: LinuxUniversal
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: AnyCPU
|
|
||||||
- first:
|
|
||||||
Standalone: OSXUniversal
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: AnyCPU
|
|
||||||
- first:
|
|
||||||
Standalone: Win
|
|
||||||
second:
|
|
||||||
enabled: 1
|
|
||||||
settings:
|
|
||||||
CPU: AnyCPU
|
|
||||||
- first:
|
|
||||||
Standalone: Win64
|
|
||||||
second:
|
|
||||||
enabled: 0
|
|
||||||
settings:
|
|
||||||
CPU: None
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,3 +0,0 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
|
||||||
oid sha256:e2c2eedfef904fd5a2e0f59705715ead65e4b0a7b55b7ef30918efa406251331
|
|
||||||
size 372480
|
|
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
oid sha256:1db3fd414039d3e5815a5721925dd2e0a3a9f2549603c6cab7c49b84966a1af3
|
oid sha256:670d654aa3255c5061cf0236a1cdbb2f5076cbd5ae44f613b6f4921558e83e2d
|
||||||
size 298384
|
size 319584
|
||||||
|
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
oid sha256:ce0e879d7766ed64b1749bc0449414fc1d8a9de368868fee4c9134e43e345926
|
oid sha256:61e66e40733ded9dcfed70eff237aa76be32b111f90f659395d19fb28eb94cbb
|
||||||
size 369298
|
size 377686
|
||||||
|
Loading…
x
Reference in New Issue
Block a user