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Remove trailing space characters (#5251)
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@@ -53,7 +53,7 @@ singleton and start the connection:
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func _ready():
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if Engine.has_singleton("GodotGooglePlayBilling"):
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payment = Engine.get_singleton("GodotGooglePlayBilling")
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# These are all signals supported by the API
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# You can drop some of these based on your needs
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payment.connect("connected", self, "_on_connected") # No params
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@@ -67,7 +67,7 @@ singleton and start the connection:
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payment.connect("purchase_acknowledgement_error", self, "_on_purchase_acknowledgement_error") # Response ID (int), Debug message (string), Purchase token (string)
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payment.connect("purchase_consumed", self, "_on_purchase_consumed") # Purchase token (string)
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payment.connect("purchase_consumption_error", self, "_on_purchase_consumption_error") # Response ID (int), Debug message (string), Purchase token (string)
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payment.startConnection()
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else:
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print("Android IAP support is not enabled. Make sure you have enabled 'Custom Build' and the GodotGooglePlayBilling plugin in your Android export settings! IAP will not work.")
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@@ -111,7 +111,7 @@ Then, wait for the ``_on_purchases_updated`` callback and handle the purchase re
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for purchase in purchases:
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if purchase.purchase_state == 1: # 1 means "purchased", see https://developer.android.com/reference/com/android/billingclient/api/Purchase.PurchaseState#constants_1
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# enable_premium(purchase.sku) # unlock paid content, add coins, save token on server, etc. (you have to implement enable_premium yourself)
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if not purchase.is_acknowledged:
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if not purchase.is_acknowledged:
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payment.acknowledgePurchase(purchase.purchase_token) # call if non-consumable product
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if purchase.sku in list_of_consumable_products:
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payment.consumePurchase(purchase.purchase_token) # call if consumable product
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@@ -349,4 +349,3 @@ Properties
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:param * var_args:
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A variadic number of arguments to be printed as errors.
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@@ -56,7 +56,7 @@ To build an iOS plugin:
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- You should use the same header files for iOS plugins and for the iOS export template.
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3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance:
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3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance:
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::
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