EscapeShooter/My project/Assets/Project Files/Modules/Purchasing/Scripts/Runtime/PurchaseFailureReason.cs

70 lines
2.3 KiB
C#

namespace Watermelon
{
public enum PurchaseFailureReason
{
/// <summary>
/// Purchasing may be disabled in security settings.
/// </summary>
PurchasingUnavailable,
/// <summary>
/// Another purchase is already in progress.
/// </summary>
ExistingPurchasePending,
/// <summary>
/// The product was reported unavailable by the purchasing system.
/// </summary>
ProductUnavailable,
/// <summary>
/// Signature validation of the purchase's receipt failed.
/// </summary>
SignatureInvalid,
/// <summary>
/// The user opted to cancel rather than proceed with the purchase.
/// This is not specified on platforms that do not distinguish
/// cancellation from other failure.
/// </summary>
UserCancelled,
/// <summary>
/// There was a problem with the payment.
/// This is unique to Apple platforms.
/// </summary>
PaymentDeclined,
/// <summary>
/// The transaction has already been completed successfully. This error can occur
/// on Apple platforms if the transaction is finished successfully while the user
/// is logged out of the app store, using a receipt generated while the user was
/// logged in.
/// </summary>
DuplicateTransaction,
/// <summary>
/// Transaction failed verification performed by the TX Verifier service.
/// </summary>
ValidationFailure,
/// <summary>
/// The purchase couldn't be initiated because the store is not connected.
/// Use IStoreService.Connect() to initialize the connection to the store.
/// </summary>
StoreNotConnected,
/// <summary>
/// The billing client responded with OK without including the purchase.
/// This is unique to the Google Play Store.
/// </summary>
PurchaseMissing,
/// <summary>
/// A catch all for remaining purchase problems.
/// Note: Use Enum.Parse to use this named constant if targeting Unity 5.3
/// or 5.4. Its value differs for 5.5+ which introduced DuplicateTransaction.
/// </summary>
Unknown,
}
}