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IDs.IDs

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public IDs()
public IDs();

Description

Create a new mapping of store identifiers to store names.

Here is an example of constructing an IDs for a Store class.

#pragma strict
public class MyStoreClass extends MonoBehaviour {
	function Start() {
		var builder: ConfigurationBuilder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
		var productIds: IDs = new IDs();
		builder.AddProduct("levelpackfoo", ProductType.NonConsumable, productIds);
		UnityPurchasing.Initialize(this, builder);
	}
	public function OnInitialized(controller: IStoreController, extensions: IExtensionProvider) {
	}
	public function OnInitializeFailed(error: InitializationFailureReason) {
	}
	public function ProcessPurchase(e: PurchaseEventArgs) {
		return PurchaseProcessingResult.Complete;
	}
	public function OnPurchaseFailed(item: Product, r: PurchaseFailureReason) {
	}
}
using UnityEngine;
using UnityEngine.Purchasing;

public class MyStoreClass : MonoBehaviour, IStoreListener { void Start() { ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); IDs productIds = new IDs() { { "levelpackfoo", AppleAppStore.Name }, { "com.unity3d.purchasing.levelpackfoo", GooglePlay.Name, WinRT.Name } }; builder.AddProduct("levelpackfoo", ProductType.NonConsumable, productIds); UnityPurchasing.Initialize(this,builder); } public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {} public void OnInitializeFailed(InitializationFailureReason error) {} public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e) { return PurchaseProcessingResult.Complete; } public void OnPurchaseFailed(Product item, PurchaseFailureReason r) {} }