我知道这是一个老问题,但我现在有同样的问题。
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,我从原始的 Steamworks C++ 示例项目中得到了它。(Steamworks.NET 的文档真的很差,就像原来的 Steamworks c++ 一样,所以你必须查看 Steamworks c++ 示例项目以了解如何使用它)
你有一个错误,你必须使用“CallResult<>”类而不是“Callback<>”类。
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();
}
}
*我已经多次编辑了这段代码,没有编译它,可能包含任何语法错误,但实现应该没问题
** 另请记住,此代码已在 Unity 4 上使用,但 Unity 类仅用于“控制台日志”消息和最后两个方法“每 x 毫秒调用 SteamAPI.RunCallbacks() 方法”