如何在Steamworks.NET中做排行榜?

时间:2016-06-15 17:56:45

标签: c# xna steam leaderboard steamworks-api

我正在尝试在我的应用程序中包含排行榜(使用SteamWorks.NET并基于XNA以C#编写的游戏)。

正确初始化Steam。

在游戏开始我打电话:

SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard("Most active beta testers");
leaderboard_BetaTesters_ResultFindLeaderboard = Callback<LeaderboardFindResult_t>.Create(OnLeaderboardFindResult_BetaTesters);
使用

static private void OnLeaderboardFindResult_BetaTesters(LeaderboardFindResult_t pCallback)
{
// See if we encountered an error during the call
if (pCallback.m_bLeaderboardFound == 0)
  {
  Warning.Happened("Leaderboard could not be found / accessed");
  return;
  }
else
  {
  Write.Text("Steam leaderboad connected");
  }
  leaderboard_BetaTesters = pCallback.m_hSteamLeaderboard;
}

在每个Update()中,我都会打电话:

if (SystemLogic.SteamInitSuccessul()) SteamAPI.RunCallbacks();

但是,永远不会调用OnLeaderboardFindResult_BetaTesters。我做错了什么?

1 个答案:

答案 0 :(得分:5)

我知道这是一个老问题,但我刚才也是同一个问题。

当我尝试使用Steamworks.NET在Unity上实现Steam排行榜时,我遇到了同样的问题。 最后,我从最初的Steamworks C ++示例项目开始工作。 (Steamworks.NET的文档非常糟糕,就像原始的Steamworks c ++文档一样,因此您必须检查Steamworks c ++示例项目以检查如何使用它)

你有一个错误,你必须使用“CallResult&lt;&gt;”类而不是“Callback&lt;&gt;”之一。

以下代码允许我将Unity上的分数上传到SteamLeaderboard:

using UnityEngine;
using Steamworks;
using System.Collections;
using System.Threading;

public class SteamLeaderboards : MonoBehaviour
{
    private const string s_leaderboardName = "StoryMode";
    private const ELeaderboardUploadScoreMethod s_leaderboardMethod = ELeaderboardUploadScoreMethod.k_ELeaderboardUploadScoreMethodKeepBest;

    private static SteamLeaderboard_t s_currentLeaderboard;
    private static bool s_initialized = false;
    private static CallResult<LeaderboardFindResult_t> m_findResult = new CallResult<LeaderboardFindResult_t>();
    private static CallResult<LeaderboardScoreUploaded_t> m_uploadResult = new CallResult<LeaderboardScoreUploaded_t>();


    public static void UpdateScore(int score)
    {
        if (!s_initialized)
        {
            UnityEngine.Debug.Log("Can't upload to the leaderboard because isn't loadded yet");
        }
        else
        {
            UnityEngine.Debug.Log("uploading score(" + score + ") to steam leaderboard(" + s_leaderboardName + ")");
            SteamAPICall_t hSteamAPICall = SteamUserStats.UploadLeaderboardScore(s_currentLeaderboard, s_leaderboardMethod, score, null, 0);
            m_uploadResult.Set(hSteamAPICall, OnLeaderboardUploadResult);
        }
    }

    public static void Init()
    {
        SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard(s_leaderboardName);
        m_findResult.Set(hSteamAPICall, OnLeaderboardFindResult);
        InitTimer();
    }

    static private void OnLeaderboardFindResult(LeaderboardFindResult_t pCallback, bool failure)
    {
        UnityEngine.Debug.Log("STEAM LEADERBOARDS: Found - " + pCallback.m_bLeaderboardFound + " leaderboardID - " + pCallback.m_hSteamLeaderboard.m_SteamLeaderboard);
        s_currentLeaderboard = pCallback.m_hSteamLeaderboard;
        s_initialized = true;
    }

    static private void OnLeaderboardUploadResult(LeaderboardScoreUploaded_t pCallback, bool failure)
    {
        UnityEngine.Debug.Log("STEAM LEADERBOARDS: failure - " + failure + " Completed - " + pCallback.m_bSuccess + " NewScore: " + pCallback.m_nGlobalRankNew + " Score " + pCallback.m_nScore + " HasChanged - " + pCallback.m_bScoreChanged);
    }



    private static Timer timer1; 
    public static void InitTimer()
    {
        timer1 = new Timer(timer1_Tick, null,0,1000);
    }

    private static void timer1_Tick(object state)
    {
        SteamAPI.RunCallbacks(); 
    }
}

*我已编辑了几次这段代码而没有编译它,可能包含任何语法错误,但实现应该没问题

**还记得这个代码已在Unity 4上使用,但Unity类仅用于“控制台日志”消息,而后两种方法“调用每个x毫秒SteamAPI.RunCallbacks()方法”