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