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