lib_unity_purchase/Samples~/04 IntegratingSelfProvidedB.../IntegratingSelfProvidedBack...

138 lines
4.5 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;
using UnityEngine.UI;
namespace Samples.Purchasing.Core.IntegratingSelfProvidedBackendReceiptValidation
{
public class IntegratingSelfProvidedBackendReceiptValidation : MonoBehaviour, IDetailedStoreListener
{
IStoreController m_StoreController;
public string goldProductId = "com.mycompany.mygame.gold1";
public ProductType goldType = ProductType.Consumable;
public Text GoldCountText;
public Text ProcessingPurchasesCountText;
int m_GoldCount;
int m_ProcessingPurchasesCount;
void Start()
{
InitializePurchasing();
UpdateUI();
}
void InitializePurchasing()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct(goldProductId, goldType);
UnityPurchasing.Initialize(this, builder);
}
public void BuyGold()
{
m_StoreController.InitiatePurchase(goldProductId);
}
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 += $" More details: {message}";
}
Debug.Log(errorMessage);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
//Retrieve the purchased product
var product = args.purchasedProduct;
StartCoroutine(BackEndValidation(product));
//We return Pending, informing IAP to keep the transaction open while we validate the purchase on our side.
return PurchaseProcessingResult.Pending;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
Debug.Log($"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}," +
$" Purchase failure details: {failureDescription.message}");
}
IEnumerator BackEndValidation(Product product)
{
m_ProcessingPurchasesCount++;
UpdateUI();
//Mock backend validation. Here you would call your own backend and wait for its response.
//If the app is closed during this time, ProcessPurchase will be called again for the same purchase once the app is opened again.
yield return MockServerSideValidation(product);
m_ProcessingPurchasesCount--;
UpdateUI();
Debug.Log($"Confirming purchase of {product.definition.id}");
//Once we have done the validation in our backend, we confirm the purchase.
m_StoreController.ConfirmPendingPurchase(product);
//We can now add the purchased product to the players inventory
if (product.definition.id == goldProductId)
{
AddGold();
}
}
YieldInstruction MockServerSideValidation(Product product)
{
const int waitSeconds = 3;
Debug.Log($"Purchase Pending, Waiting for confirmation for {waitSeconds} seconds - Product: {product.definition.id}");
return new WaitForSeconds(waitSeconds);
}
void AddGold()
{
m_GoldCount++;
UpdateUI();
}
void UpdateUI()
{
GoldCountText.text = $"Your Gold: {m_GoldCount}";
ProcessingPurchasesCountText.text = "";
for (var i = 0; i < m_ProcessingPurchasesCount; i++)
{
ProcessingPurchasesCountText.text += "Purchase Processing...\n";
}
}
}
}