2.0.0: Rudder.Core 2.0.0 DLL, samples and skill docs on slugs and environments
CI / check (push) Successful in 2s
CI / publish (push) Has been skipped

Claude-Session: https://claude.ai/code/session_01SMCvdwDmuxoaqGgvGBLk1V
This commit is contained in:
edmand46
2026-09-06 22:25:33 +03:00
parent 01e27bde2c
commit b18c59450c
11 changed files with 73 additions and 29 deletions
+3 -3
View File
@@ -113,7 +113,7 @@ save format in a wrapper type.
```csharp
var stores = await client.Stores.ListAsync();
var result = await client.Stores.PurchaseAsync(storeSlug, offerId);
var result = await client.Stores.PurchaseAsync(storeSlug, offerSlug);
if (result != null && result.Success != true) { /* result.Error */ }
var items = await client.Inventory.GetAsync();
```
@@ -165,7 +165,7 @@ effects through the `On*` events.
```csharp
var quests = await client.Quests.ListAsync();
await client.Quests.ClaimAsync(quest.Id);
await client.Quests.ClaimAsync(quest.Slug);
var completedIds = await client.Quests.ReportProgressAsync("kills", 1);
```
@@ -175,7 +175,7 @@ Store purchases already report `purchase.offer:<id>` / `purchase.item:<id>`.
Progress is tied to a scenario battle-pass node. Prefer `BattlePassEffect`
from `Effects.OnBattlePass` (it binds scenario/node/run ids). Direct
`BattlePass.GetProgressAsync(scenarioId, nodeId)` needs those ids. Tracks:
`BattlePass.GetProgressAsync(scenarioSlug, nodeId)` needs those ids. Tracks:
`BattlePassService.TrackFree` / `TrackPremium`.
## Errors