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BuyingConsumables.cs 3.8KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.Purchasing;
  4. using UnityEngine.Purchasing.Extension;
  5. using UnityEngine.UI;
  6. namespace Samples.Purchasing.Core.BuyingConsumables
  7. {
  8. public class BuyingConsumables : MonoBehaviour, IDetailedStoreListener
  9. {
  10. IStoreController m_StoreController; // The Unity Purchasing system.
  11. //Your products IDs. They should match the ids of your products in your store.
  12. public string goldProductId = "com.mycompany.mygame.gold1";
  13. public string diamondProductId = "com.mycompany.mygame.diamond1";
  14. public Text GoldCountText;
  15. public Text DiamondCountText;
  16. int m_GoldCount;
  17. int m_DiamondCount;
  18. void Start()
  19. {
  20. InitializePurchasing();
  21. UpdateUI();
  22. }
  23. void InitializePurchasing()
  24. {
  25. var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
  26. //Add products that will be purchasable and indicate its type.
  27. builder.AddProduct(goldProductId, ProductType.Consumable);
  28. builder.AddProduct(diamondProductId, ProductType.Consumable);
  29. UnityPurchasing.Initialize(this, builder);
  30. }
  31. public void BuyGold()
  32. {
  33. m_StoreController.InitiatePurchase(goldProductId);
  34. }
  35. public void BuyDiamond()
  36. {
  37. m_StoreController.InitiatePurchase(diamondProductId);
  38. }
  39. public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
  40. {
  41. Debug.Log("In-App Purchasing successfully initialized");
  42. m_StoreController = controller;
  43. }
  44. public void OnInitializeFailed(InitializationFailureReason error)
  45. {
  46. OnInitializeFailed(error, null);
  47. }
  48. public void OnInitializeFailed(InitializationFailureReason error, string message)
  49. {
  50. var errorMessage = $"Purchasing failed to initialize. Reason: {error}.";
  51. if (message != null)
  52. {
  53. errorMessage += $" More details: {message}";
  54. }
  55. Debug.Log(errorMessage);
  56. }
  57. public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
  58. {
  59. //Retrieve the purchased product
  60. var product = args.purchasedProduct;
  61. //Add the purchased product to the players inventory
  62. if (product.definition.id == goldProductId)
  63. {
  64. AddGold();
  65. }
  66. else if (product.definition.id == diamondProductId)
  67. {
  68. AddDiamond();
  69. }
  70. Debug.Log($"Purchase Complete - Product: {product.definition.id}");
  71. //We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
  72. return PurchaseProcessingResult.Complete;
  73. }
  74. public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
  75. {
  76. Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
  77. }
  78. public void OnPurchaseFailed(Product product, PurchaseFailureDescription failureDescription)
  79. {
  80. Debug.Log($"Purchase failed - Product: '{product.definition.id}'," +
  81. $" Purchase failure reason: {failureDescription.reason}," +
  82. $" Purchase failure details: {failureDescription.message}");
  83. }
  84. void AddGold()
  85. {
  86. m_GoldCount++;
  87. UpdateUI();
  88. }
  89. void AddDiamond()
  90. {
  91. m_DiamondCount++;
  92. UpdateUI();
  93. }
  94. void UpdateUI()
  95. {
  96. GoldCountText.text = $"Your Gold: {m_GoldCount}";
  97. DiamondCountText.text = $"Your Diamonds: {m_DiamondCount}";
  98. }
  99. }
  100. }