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Added a visual studio project for using steamworks in a Win32 environment (Take 2) #4

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martindevans
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Added a visual studio project for using steamworks in a Win32 environment, along with instructions on how to support other platforms in a similar way. The visual studio project links to the files where they already were, so there are no changes to the structure of the project.

There are only two changed files:

  1. StructPack.cs has some new conditional build switches in. These are pretty much duplicating the existing ones without mentioning "unity" for non unity things.
  2. CallbackDispatcher.cs tries to use UnityEngine to log an error. I've again added a build switch in here so if you're building any unity version, you use UnityEngine to log an error, otherwise you use Console.Error.Writeline(...)

…ment, along with instructions on how to support other platforms in a similar way.

This makes *one* change to Steamworks.NET itself. StructPack.cs has some new conditional build switches in (pretty much duplicating the existing ones without mentioning "unity" for non unity things).

Signed-off-by: Martin Evans <[email protected]>
…nks to the files in their current positions. No longer need to duplicate everything.

Signed-off-by: Martin Evans <[email protected]>
rlabrecque added a commit that referenced this pull request Feb 7, 2014
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So, this is something that I had been working on already as I alluded to in #2, I took /some/ ideas from your implementation of it and gave you a mention in the commit. Hopefully that's acceptable.

@rlabrecque rlabrecque closed this Feb 7, 2014
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That's absolutely fine 👍

Yukinii pushed a commit to Yukinii/Async-Await-Steamworks.NET that referenced this pull request May 20, 2016
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2 participants