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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Purchasing;
- using UnityEngine.Purchasing.Extension;
- using UnityEngine.UI;
-
- namespace Samples.Purchasing.Core.BuyingSubscription
- {
- public class BuyingSubscription : MonoBehaviour, IDetailedStoreListener
- {
- IStoreController m_StoreController;
-
- // Your subscription ID. It should match the id of your subscription in your store.
- public string subscriptionProductId = "com.mycompany.mygame.my_vip_pass_subscription";
-
- public Text isSubscribedText;
-
- void Start()
- {
- InitializePurchasing();
- }
-
- void InitializePurchasing()
- {
- var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
-
- // Add our purchasable product and indicate its type.
- builder.AddProduct(subscriptionProductId, ProductType.Subscription);
-
- UnityPurchasing.Initialize(this, builder);
- }
-
- public void BuySubscription()
- {
- m_StoreController.InitiatePurchase(subscriptionProductId);
- }
-
- public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
- {
- Debug.Log("In-App Purchasing successfully initialized");
- m_StoreController = controller;
-
- UpdateUI();
- }
-
- 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 += $" More details: {message}";
- }
-
- Debug.Log(errorMessage);
- }
-
- public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
- {
- // Retrieve the purchased product
- var product = args.purchasedProduct;
-
- Debug.Log($"Purchase Complete - Product: {product.definition.id}");
-
- UpdateUI();
-
- // We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
- return PurchaseProcessingResult.Complete;
- }
-
- 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}");
- }
-
- bool IsSubscribedTo(Product subscription)
- {
- // If the product doesn't have a receipt, then it wasn't purchased and the user is therefore not subscribed.
- if (subscription.receipt == null)
- {
- return false;
- }
-
- //The intro_json parameter is optional and is only used for the App Store to get introductory information.
- var subscriptionManager = new SubscriptionManager(subscription, null);
-
- // The SubscriptionInfo contains all of the information about the subscription.
- // Find out more: https://docs.unity3d.com/Packages/com.unity.purchasing@3.1/manual/UnityIAPSubscriptionProducts.html
- var info = subscriptionManager.getSubscriptionInfo();
-
- return info.isSubscribed() == Result.True;
- }
-
- void UpdateUI()
- {
- var subscriptionProduct = m_StoreController.products.WithID(subscriptionProductId);
-
- try
- {
- var isSubscribed = IsSubscribedTo(subscriptionProduct);
- isSubscribedText.text = isSubscribed ? "You are subscribed" : "You are not subscribed";
- }
- catch (StoreSubscriptionInfoNotSupportedException)
- {
- var receipt = (Dictionary<string, object>)MiniJson.JsonDecode(subscriptionProduct.receipt);
- var store = receipt["Store"];
- isSubscribedText.text =
- "Couldn't retrieve subscription information because your current store is not supported.\n" +
- $"Your store: \"{store}\"\n\n" +
- "You must use the App Store, Google Play Store or Amazon Store to be able to retrieve subscription information.\n\n" +
- "For more information, see README.md";
- }
- }
- }
- }
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