129 lines
4.7 KiB
C#
129 lines
4.7 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Purchasing;
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using UnityEngine.Purchasing.Extension;
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using UnityEngine.UI;
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namespace Samples.Purchasing.Core.BuyingSubscription
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{
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public class BuyingSubscription : MonoBehaviour, IDetailedStoreListener
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{
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IStoreController m_StoreController;
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// Your subscription ID. It should match the id of your subscription in your store.
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public string subscriptionProductId = "com.mycompany.mygame.my_vip_pass_subscription";
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public Text isSubscribedText;
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void Start()
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{
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InitializePurchasing();
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}
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void InitializePurchasing()
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{
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var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
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// Add our purchasable product and indicate its type.
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builder.AddProduct(subscriptionProductId, ProductType.Subscription);
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UnityPurchasing.Initialize(this, builder);
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}
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public void BuySubscription()
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{
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m_StoreController.InitiatePurchase(subscriptionProductId);
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}
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public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
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{
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Debug.Log("In-App Purchasing successfully initialized");
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m_StoreController = controller;
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UpdateUI();
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}
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public void OnInitializeFailed(InitializationFailureReason error)
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{
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OnInitializeFailed(error, null);
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}
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public void OnInitializeFailed(InitializationFailureReason error, string message)
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{
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var errorMessage = $"Purchasing failed to initialize. Reason: {error}.";
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if (message != null)
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{
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errorMessage += $" More details: {message}";
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}
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Debug.Log(errorMessage);
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}
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public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
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{
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// Retrieve the purchased product
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var product = args.purchasedProduct;
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Debug.Log($"Purchase Complete - Product: {product.definition.id}");
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UpdateUI();
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// We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
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return PurchaseProcessingResult.Complete;
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}
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public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
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{
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Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
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}
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public void OnPurchaseFailed(Product product, PurchaseFailureDescription failureDescription)
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{
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Debug.Log($"Purchase failed - Product: '{product.definition.id}'," +
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$" Purchase failure reason: {failureDescription.reason}," +
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$" Purchase failure details: {failureDescription.message}");
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}
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bool IsSubscribedTo(Product subscription)
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{
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// If the product doesn't have a receipt, then it wasn't purchased and the user is therefore not subscribed.
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if (subscription.receipt == null)
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{
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return false;
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}
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//The intro_json parameter is optional and is only used for the App Store to get introductory information.
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var subscriptionManager = new SubscriptionManager(subscription, null);
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// The SubscriptionInfo contains all of the information about the subscription.
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// Find out more: https://docs.unity3d.com/Packages/com.unity.purchasing@3.1/manual/UnityIAPSubscriptionProducts.html
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var info = subscriptionManager.getSubscriptionInfo();
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return info.isSubscribed() == Result.True;
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}
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void UpdateUI()
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{
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var subscriptionProduct = m_StoreController.products.WithID(subscriptionProductId);
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try
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{
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var isSubscribed = IsSubscribedTo(subscriptionProduct);
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isSubscribedText.text = isSubscribed ? "You are subscribed" : "You are not subscribed";
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}
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catch (StoreSubscriptionInfoNotSupportedException)
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{
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var receipt = (Dictionary<string, object>)MiniJson.JsonDecode(subscriptionProduct.receipt);
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var store = receipt["Store"];
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isSubscribedText.text =
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"Couldn't retrieve subscription information because your current store is not supported.\n" +
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$"Your store: \"{store}\"\n\n" +
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"You must use the App Store, Google Play Store or Amazon Store to be able to retrieve subscription information.\n\n" +
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"For more information, see README.md";
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}
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}
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}
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}
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