Class VirtualPurchaseResourceRequest
VirtualPurchaseResourceRequest
Inherited Members
Namespace: Unity.Services.Apis.Admin.Economy
Assembly: Unity.Services.Apis.dll
Syntax
[DataContract(Name = "virtual-purchase-resource-request")]
[Preserve]
public class VirtualPurchaseResourceRequest
Constructors
VirtualPurchaseResourceRequest(string, string, TypeEnum, List<VirtualPurchaseResourceRequestCostsInner>, List<VirtualPurchaseResourceRequestRewardsInner>, object)
Initializes a new instance of the Virtual
Declaration
[Preserve]
public VirtualPurchaseResourceRequest(string id = null, string name = null, VirtualPurchaseResourceRequest.TypeEnum type = (VirtualPurchaseResourceRequest.TypeEnum)0, List<VirtualPurchaseResourceRequestCostsInner> costs = null, List<VirtualPurchaseResourceRequestRewardsInner> rewards = null, object customData = null)
Parameters
Type | Name | Description |
---|---|---|
string | id | ID of the resource. (required). |
string | name | A descriptive name for the resource. (required). |
Virtual |
type | type (required). |
List<Virtual |
costs | The costs deducted from the player when making the purchase. A cost is an ID of a currency or inventory item, plus an amount. An item can be used in more than one cost line.. |
List<Virtual |
rewards | The rewards credited to the player when making the purchase. A reward is an ID of a currency or inventory item, an amount and default instance data for inventory items. An item can be used in more than one reward line.. |
object | customData | Max size when serialized 5 kilobits.. |
Properties
Costs
The costs deducted from the player when making the purchase. A cost is an ID of a currency or inventory item, plus an amount. An item can be used in more than one cost line.
Declaration
[DataMember(Name = "costs", EmitDefaultValue = false)]
[Preserve]
public List<VirtualPurchaseResourceRequestCostsInner> Costs { get; set; }
Property Value
Type | Description |
---|---|
List<Virtual |
The costs deducted from the player when making the purchase. A cost is an ID of a currency or inventory item, plus an amount. An item can be used in more than one cost line. |
CustomData
Max size when serialized 5 kilobits.
Declaration
[DataMember(Name = "customData", EmitDefaultValue = true)]
[Preserve]
public object CustomData { get; set; }
Property Value
Type | Description |
---|---|
object | Max size when serialized 5 kilobits. |
Id
ID of the resource.
Declaration
[DataMember(Name = "id", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string Id { get; set; }
Property Value
Type | Description |
---|---|
string | ID of the resource. |
Name
A descriptive name for the resource.
Declaration
[DataMember(Name = "name", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string Name { get; set; }
Property Value
Type | Description |
---|---|
string | A descriptive name for the resource. |
Rewards
The rewards credited to the player when making the purchase. A reward is an ID of a currency or inventory item, an amount and default instance data for inventory items. An item can be used in more than one reward line.
Declaration
[DataMember(Name = "rewards", EmitDefaultValue = false)]
[Preserve]
public List<VirtualPurchaseResourceRequestRewardsInner> Rewards { get; set; }
Property Value
Type | Description |
---|---|
List<Virtual |
The rewards credited to the player when making the purchase. A reward is an ID of a currency or inventory item, an amount and default instance data for inventory items. An item can be used in more than one reward line. |
Type
Gets or Sets Type
Declaration
[DataMember(Name = "type", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public VirtualPurchaseResourceRequest.TypeEnum Type { get; set; }
Property Value
Type | Description |
---|---|
Virtual |