lib_unity_purchase/Samples~/03 FetchingAdditionalProducts/FetchingAdditionalProducts.cs

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2024-01-29 18:49:33 +08:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;
using UnityEngine.UI;
namespace Samples.Purchasing.Core.FetchingAdditionalProducts
{
public class FetchingAdditionalProducts : MonoBehaviour, IDetailedStoreListener
{
IStoreController m_StoreController;
public string goldProductId = "com.mycompany.mygame.gold1";
public ProductType goldType = ProductType.Consumable;
//This product will only be fetched once the FetchAdditionalProducts button is clicked
public string diamondProductId = "com.mycompany.mygame.diamond1";
public ProductType diamondType = ProductType.Consumable;
public Text GoldCountText;
public Text DiamondCountText;
public GameObject additionalProductsPanel;
public Button fetchAdditionalProductsButton;
int m_GoldCount;
int m_DiamondCount;
void Start()
{
additionalProductsPanel.SetActive(false);
InitializePurchasing();
UpdateUI();
}
void InitializePurchasing()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
//Add product that will be purchasable and indicate its type.
//This product will be fetched on initialize.
builder.AddProduct(goldProductId, goldType);
UnityPurchasing.Initialize(this, builder);
}
public void FetchAdditionalProducts()
{
var additionalProductsToFetch = new HashSet<ProductDefinition>
{
new ProductDefinition(diamondProductId, diamondType)
};
Debug.Log($"Fetching additional products in progress");
m_StoreController.FetchAdditionalProducts(additionalProductsToFetch,
() =>
{
//Additional products fetched, they can now be purchased.
Debug.Log($"Successfully fetched additional products");
//We active the UI associated with the fetched product.
additionalProductsPanel.SetActive(true);
fetchAdditionalProductsButton.interactable = false;
},
(reason, message) =>
{
var errorMessage = $"Fetching additional products failed: {reason.ToString()}.";
if (message != null)
{
errorMessage += $" More details: {message}";
}
Debug.LogError(errorMessage);
});
}
public void BuyGold()
{
m_StoreController.InitiatePurchase(goldProductId);
}
public void BuyDiamond()
{
m_StoreController.InitiatePurchase(diamondProductId);
}
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
Debug.Log("In-App Purchasing successfully initialized");
m_StoreController = controller;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
OnInitializeFailed(error, null);
}
public void OnInitializeFailed(InitializationFailureReason error, string message)
{
var errorMessage = $"Purchasing failed to initialize. Reason: {error}.";
if (message != null)
{
errorMessage += $" More details: {message}";
}
Debug.Log(errorMessage);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
//Retrieve the purchased product
var product = args.purchasedProduct;
//Add the purchased product to the players inventory
if (product.definition.id == goldProductId)
{
AddGold();
}
else if (product.definition.id == diamondProductId)
{
AddDiamond();
}
Debug.Log($"Purchase Complete - Product: {product.definition.id}");
//We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
return PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
}
public void OnPurchaseFailed(Product product, PurchaseFailureDescription failureDescription)
{
Debug.Log($"Purchase failed - Product: '{product.definition.id}'," +
$" Purchase failure reason: {failureDescription.reason}," +
$" Purchase failure details: {failureDescription.message}");
}
void AddGold()
{
m_GoldCount++;
UpdateUI();
}
void AddDiamond()
{
m_DiamondCount++;
UpdateUI();
}
void UpdateUI()
{
GoldCountText.text = $"Your Gold: {m_GoldCount}";
DiamondCountText.text = $"Your Diamonds: {m_DiamondCount}";
}
}
}