namespace Unity.Ugc.Common
{
    public class IdProvider
    {
        public const string Hykb = "Hykb";
        
        /*
        public enum Provider
        {
            UNKNOWN = 0,
            HYKB
        }

        public static string ToString(Provider provider)
        {
            switch (provider)
            {
                case Provider.HYKB:
                    return "HYKB";
                default:
                    return "UNKNOWN";
            }
        }
        
        public static Provider ToProvider(string provider)
        {
            switch (provider)
            {
                case "HYKB":
                    return Provider.HYKB;
                default:
                    return Provider.UNKNOWN;
            }
        }
        */
    }
    
    public class SortKey
    {
        public const string LikeCount = "LIKE_COUNT";
        public const string SubscriptionCount = "SUBSCRIPTION_COUNT";
    }
    
    public class SortOrder
    {
        public const string Asc = "ASC";
        public const string Desc = "DESC";
    }
    
    public class InspectStatus
    {
        public const string NotStart = "not_start"; // 修改阶段
        public const string Ongoing = "ongoing"; // 已提交版本待审核
        public const string Succeed = "success"; // 审核通过
        public const string Failed = "failed"; // 审核失败
    }
    
    public class ReportStatus
    {
        public const string Normal = "normal"; // 正常
        public const string Reported = "reported"; // 被举报
        public const string Down = "down"; // 已下架
    }
    
    public class ReportResult
    {
        public const string None = "none"; // 未举报过
        public const string InProcess = "in_process"; // 处理中
        public const string Pass = "pass"; // 审核通过(举报失败)
        public const string Fail = "fail"; // 审核失败(举报成功)
    }
}