Fixed some SteamInventory methods not being public

This commit is contained in:
Garry Newman 2019-05-07 16:52:39 +01:00
parent 1dc804c7ac
commit 6ecc68e5d7
2 changed files with 4 additions and 4 deletions

View File

@ -180,7 +180,7 @@ internal static InventoryDef[] GetDefinitions()
/// or if you don't care about hacked clients granting arbitrary items.
/// This call can be disabled by a setting on Steamworks.
/// </summary>
static async Task<InventoryResult?> GenerateItem( InventoryDef target, int amount )
public static async Task<InventoryResult?> GenerateItem( InventoryDef target, int amount )
{
var sresult = default( SteamInventoryResult_t );
@ -198,7 +198,7 @@ internal static InventoryDef[] GetDefinitions()
/// You need to have set up the appropriate exchange rules in your item
/// definitions. This assumes all the items passed in aren't stacked.
/// </summary>
static async Task<InventoryResult?> CraftItem( InventoryItem[] list, InventoryDef target )
public static async Task<InventoryResult?> CraftItem( InventoryItem[] list, InventoryDef target )
{
var sresult = default( SteamInventoryResult_t );
@ -228,7 +228,7 @@ internal static InventoryDef[] GetDefinitions()
/// You should call CheckResultSteamID on the result handle when it completes to verify
/// that a remote player is not pretending to have a different user's inventory.
/// </summary>
static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
public static async Task<InventoryResult?> DeserializeAsync( byte[] data, int dataLength = -1 )
{
if ( data == null )
throw new ArgumentException( "data should nto be null" );

View File

@ -32,7 +32,7 @@ internal Editor( WorkshopFileType filetype ) : this()
/// Workshop item that is meant to be voted on for the purpose of selling in-game
/// </summary>
public static Editor NewMicrotransactionFile => new Editor( WorkshopFileType.Microtransaction );
public Editor ForAppId( AppId id ) { this.consumerAppId = id; return this; }