lib_unity_purchase/Runtime/Stores/FakeStore/UIFakeStore.cs

290 lines
9.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Uniject;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;
using UnityEngine.UI;
namespace UnityEngine.Purchasing
{
/// <summary>
/// User interface fake store.
/// </summary>
internal class UIFakeStore : FakeStore
{
const string EnvironmentDescriptionPostfix = "\n\n[Environment: FakeStore]";
const string SuccessString = "Success";
const int RetrieveProductsDescriptionCount = 2;
DialogRequest m_CurrentDialog;
int m_LastSelectedDropdownIndex;
GameObject m_UIFakeStoreWindowObject;
GameObject m_EventSystem; // Dynamically created. Auto-null'd by UI system.
#pragma warning disable 0414
readonly IUtil m_Util;
#pragma warning restore 0414
public UIFakeStore()
{
}
public UIFakeStore(IUtil util)
{
m_Util = util;
}
/// <summary>
/// Creates and displays a modal dialog UI. Note pointer events can "drill through" the
/// UI activating underlying interface elements. Consider using techniques mentioned in
/// http://forum.unity3d.com/threads/frequently-asked-ui-questions.264479/ in apps
/// to mitigate this. Shows only one at a time.
/// </summary>
/// <returns><c>true</c>, if UI was started, <c>false</c> otherwise.</returns>
/// <param name="model">Store model being shown; uses dialogType to decode.</param>
/// <param name="dialogType">Dialog type.</param>
/// <param name="callback">Callback called when dialog dismissed.</param>
/// <typeparam name="T">The 1st type parameter.</typeparam>
protected override bool StartUI<T>(object model, DialogType dialogType, Action<bool, T> callback)
{
var options = new List<string>
{
// Add a default option for "Success"
SuccessString
};
foreach (T code in Enum.GetValues(typeof(T)))
{
options.Add(code.ToString());
}
var callbackWrapper = new Action<bool, int>((bool result, int codeValue) =>
{
// TRICKY: Would prefer to use .NET 4+'s dynamic keyword over double-casting to what I know is an enum type.
var value = (T)(object)codeValue;
callback(result, value);
});
string title = null, okayButton = null, cancelButton = null;
if (dialogType == DialogType.Purchase)
{
title = CreatePurchaseQuestion((ProductDefinition)model);
if (UIMode == FakeStoreUIMode.DeveloperUser)
{
// Developer UIMode is one button, one option menu, so the button must support both pass and fail
okayButton = "OK";
}
else
{
okayButton = "Buy";
}
}
else if (dialogType == DialogType.RetrieveProducts)
{
title = CreateRetrieveProductsQuestion((ReadOnlyCollection<ProductDefinition>)model);
okayButton = "OK";
}
else
{
Debug.LogError("Unrecognized DialogType " + dialogType);
}
cancelButton = "Cancel";
return StartUI(title, okayButton, cancelButton, options, callbackWrapper);
}
/// <summary>
/// Helper
/// </summary>
bool StartUI(string queryText, string okayButtonText, string cancelButtonText,
List<string> options, Action<bool, int> callback)
{
// One dialog at a time please
if (IsShowingDialog())
{
return false;
}
// Wrap this dialog request for later use
var dr = new DialogRequest
{
QueryText = queryText,
OkayButtonText = okayButtonText,
CancelButtonText = cancelButtonText,
Options = options,
Callback = callback
};
m_CurrentDialog = dr;
InstantiateDialog();
return true;
}
private void InstantiateDialog()
{
if (m_CurrentDialog != null)
{
var runtimeCanvas = GetOrCreateFakeStoreWindow();
AddLifeCycleNotifierAndSetDestroyCallback(runtimeCanvas.gameObject);
EnsureEventSystemCreated(runtimeCanvas.transform);
ConfigureDialogWindow(runtimeCanvas);
}
else
{
Debug.LogError(this + " requires m_CurrentDialog. Not showing dialog.");
}
}
private UIFakeStoreWindow GetOrCreateFakeStoreWindow()
{
if (m_UIFakeStoreWindowObject == null)
{
m_UIFakeStoreWindowObject = new GameObject("UIFakeStoreWindow", typeof(Transform));
m_UIFakeStoreWindowObject.AddComponent<UIFakeStoreWindow>();
}
return m_UIFakeStoreWindowObject.GetComponent<UIFakeStoreWindow>();
}
private void AddLifeCycleNotifierAndSetDestroyCallback(GameObject gameObject)
{
var notifier = gameObject.AddComponent<LifecycleNotifier>();
notifier.OnDestroyCallback = () =>
{
m_CurrentDialog = null;
};
}
private void EnsureEventSystemCreated(Transform rootTransform)
{
if (Object.FindObjectOfType<EventSystem>() == null)
{
CreateEventSystem(rootTransform);
}
}
private void ConfigureDialogWindow(UIFakeStoreWindow dialogWindow)
{
var doCancel = UIMode != FakeStoreUIMode.DeveloperUser;
var doDropDown = UIMode != FakeStoreUIMode.StandardUser;
dialogWindow.ConfigureMainDialogText(m_CurrentDialog.QueryText, m_CurrentDialog.OkayButtonText, m_CurrentDialog.CancelButtonText);
if (doDropDown)
{
dialogWindow.ConfigureDropdownOptions(m_CurrentDialog.Options);
}
ConfigureDialogWindowCallbacks(dialogWindow, doCancel, doDropDown);
}
void ConfigureDialogWindowCallbacks(UIFakeStoreWindow dialogWindow, bool assignCancelCallback, bool assignDropDownCallback)
{
Action cancelAction = null;
Action<int> dropdownAction = null;
if (assignCancelCallback)
{
cancelAction = CancelButtonClicked;
}
if (assignDropDownCallback)
{
dropdownAction = DropdownValueChanged;
}
dialogWindow.AssignCallbacks(OkayButtonClicked, cancelAction, dropdownAction);
}
private void CreateEventSystem(Transform rootTransform)
{
m_EventSystem = new GameObject("EventSystem", typeof(EventSystem));
m_EventSystem.AddComponent<StandaloneInputModule>();
m_EventSystem.transform.parent = rootTransform;
}
private string CreatePurchaseQuestion(ProductDefinition definition)
{
return "Do you want to Purchase " + definition.id + "?" + EnvironmentDescriptionPostfix;
}
private string CreateRetrieveProductsQuestion(ReadOnlyCollection<ProductDefinition> definitions)
{
var title = "Do you want to initialize purchasing for products {";
title += string.Join(", ", definitions.Take(RetrieveProductsDescriptionCount).Select(pid => pid.id).ToArray());
if (definitions.Count > RetrieveProductsDescriptionCount)
{
title += ", ...";
}
title += "}?" + EnvironmentDescriptionPostfix;
return title;
}
/// <summary>
/// Positive button clicked. For yes/no dialog will send true message. For
/// multiselect (FakeStoreUIMode.DeveloperUser) dialog may send true or false
/// message, along with chosen option.
/// </summary>
private void OkayButtonClicked()
{
var result = false;
// Return false if the user chose something other than Success, and is in Development mode.
// True if the "Success" option was chosen, or if this is non-Development mode.
if (m_LastSelectedDropdownIndex == 0 || UIMode != FakeStoreUIMode.DeveloperUser)
{
// Ensure we return true
result = true;
}
var codeValue = Math.Max(0, m_LastSelectedDropdownIndex - 1); // Pop SuccessString
m_CurrentDialog.Callback(result, codeValue);
CloseDialog();
}
/// <summary>
/// Negative button clicked. Sends false message.
/// </summary>
private void CancelButtonClicked()
{
var codeValue = Math.Max(0, m_LastSelectedDropdownIndex - 1); // Pop SuccessString
// ASSUME: This is FakeStoreUIMode.StandardUser
m_CurrentDialog.Callback(false, codeValue);
CloseDialog();
}
private void DropdownValueChanged(int selectedItem)
{
m_LastSelectedDropdownIndex = selectedItem;
}
private void CloseDialog()
{
m_CurrentDialog = null;
if (m_UIFakeStoreWindowObject != null)
{
Object.Destroy(m_UIFakeStoreWindowObject);
}
}
public bool IsShowingDialog()
{
return m_CurrentDialog != null;
}
}
}