168 lines
5.3 KiB
C#
168 lines
5.3 KiB
C#
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.FetchingAdditionalProducts
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{
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public class FetchingAdditionalProducts : MonoBehaviour, IDetailedStoreListener
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{
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IStoreController m_StoreController;
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public string goldProductId = "com.mycompany.mygame.gold1";
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public ProductType goldType = ProductType.Consumable;
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//This product will only be fetched once the FetchAdditionalProducts button is clicked
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public string diamondProductId = "com.mycompany.mygame.diamond1";
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public ProductType diamondType = ProductType.Consumable;
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public Text GoldCountText;
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public Text DiamondCountText;
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public GameObject additionalProductsPanel;
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public Button fetchAdditionalProductsButton;
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int m_GoldCount;
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int m_DiamondCount;
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void Start()
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{
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additionalProductsPanel.SetActive(false);
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InitializePurchasing();
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UpdateUI();
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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 product that will be purchasable and indicate its type.
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//This product will be fetched on initialize.
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builder.AddProduct(goldProductId, goldType);
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UnityPurchasing.Initialize(this, builder);
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}
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public void FetchAdditionalProducts()
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{
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var additionalProductsToFetch = new HashSet<ProductDefinition>
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{
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new ProductDefinition(diamondProductId, diamondType)
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};
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Debug.Log($"Fetching additional products in progress");
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m_StoreController.FetchAdditionalProducts(additionalProductsToFetch,
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() =>
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{
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//Additional products fetched, they can now be purchased.
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Debug.Log($"Successfully fetched additional products");
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//We active the UI associated with the fetched product.
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additionalProductsPanel.SetActive(true);
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fetchAdditionalProductsButton.interactable = false;
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},
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(reason, message) =>
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{
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var errorMessage = $"Fetching additional products failed: {reason.ToString()}.";
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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.LogError(errorMessage);
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});
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}
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public void BuyGold()
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{
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m_StoreController.InitiatePurchase(goldProductId);
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}
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public void BuyDiamond()
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{
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m_StoreController.InitiatePurchase(diamondProductId);
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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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}
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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 += $" More details: {message}";
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}
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Debug.Log(errorMessage);
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}
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public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
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{
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//Retrieve the purchased product
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var product = args.purchasedProduct;
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//Add the purchased product to the players inventory
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if (product.definition.id == goldProductId)
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{
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AddGold();
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}
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else if (product.definition.id == diamondProductId)
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{
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AddDiamond();
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}
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Debug.Log($"Purchase Complete - Product: {product.definition.id}");
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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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void AddGold()
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{
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m_GoldCount++;
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UpdateUI();
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}
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void AddDiamond()
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{
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m_DiamondCount++;
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UpdateUI();
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}
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void UpdateUI()
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{
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GoldCountText.text = $"Your Gold: {m_GoldCount}";
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DiamondCountText.text = $"Your Diamonds: {m_DiamondCount}";
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}
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}
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}
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