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HandlingDeferredPurchases.cs 4.0KB

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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.AppleAppStore.HandlingDeferredPurchases
  7. {
  8. [RequireComponent(typeof(UserWarningAppleAppStore))]
  9. public class HandlingDeferredPurchases : MonoBehaviour, IDetailedStoreListener
  10. {
  11. IStoreController m_StoreController;
  12. IAppleExtensions m_AppleExtensions;
  13. public string goldProductId = "com.mycompany.mygame.gold1";
  14. public ProductType goldType = ProductType.Consumable;
  15. public Text goldCountText;
  16. int m_GoldCount;
  17. void Start()
  18. {
  19. InitializePurchasing();
  20. UpdateWarningMessage();
  21. }
  22. void InitializePurchasing()
  23. {
  24. var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
  25. builder.AddProduct(goldProductId, goldType);
  26. UnityPurchasing.Initialize(this, builder);
  27. }
  28. public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
  29. {
  30. Debug.Log("In-App Purchasing successfully initialized");
  31. m_StoreController = controller;
  32. m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
  33. m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferredPurchase);
  34. SetupAskToBuy();
  35. UpdateUI();
  36. }
  37. void SetupAskToBuy()
  38. {
  39. if (Application.platform == RuntimePlatform.IPhonePlayer)
  40. {
  41. // Only applies to Sandbox testing
  42. m_AppleExtensions.simulateAskToBuy = true;
  43. }
  44. }
  45. public void BuyGold()
  46. {
  47. m_StoreController.InitiatePurchase(goldProductId);
  48. }
  49. void OnDeferredPurchase(Product product)
  50. {
  51. Debug.Log($"Purchase of {product.definition.id} is deferred");
  52. UpdateUI();
  53. }
  54. public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
  55. {
  56. var product = args.purchasedProduct;
  57. Debug.Log($"Processing Purchase: {product.definition.id}");
  58. UnlockContent(product);
  59. return PurchaseProcessingResult.Complete;
  60. }
  61. void UnlockContent(Product product)
  62. {
  63. Debug.Log($"Unlock Content: {product.definition.id}");
  64. if (product.definition.id == goldProductId)
  65. {
  66. AddGold();
  67. }
  68. UpdateUI();
  69. }
  70. void AddGold()
  71. {
  72. m_GoldCount++;
  73. }
  74. void UpdateUI()
  75. {
  76. goldCountText.text = $"Your Gold: {m_GoldCount}";
  77. }
  78. public void OnInitializeFailed(InitializationFailureReason error)
  79. {
  80. OnInitializeFailed(error, null);
  81. }
  82. public void OnInitializeFailed(InitializationFailureReason error, string message)
  83. {
  84. var errorMessage = $"Purchasing failed to initialize. Reason: {error}.";
  85. if (message != null)
  86. {
  87. errorMessage += $" More details: {message}";
  88. }
  89. Debug.Log(errorMessage);
  90. }
  91. public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
  92. {
  93. // A declined Ask to Buy transaction will not result in a OnPurchaseFailed call.
  94. Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
  95. }
  96. public void OnPurchaseFailed(Product product, PurchaseFailureDescription failureDescription)
  97. {
  98. Debug.Log($"Purchase failed - Product: '{product.definition.id}'," +
  99. $" Purchase failure reason: {failureDescription.reason}," +
  100. $" Purchase failure details: {failureDescription.message}");
  101. }
  102. void UpdateWarningMessage()
  103. {
  104. GetComponent<UserWarningAppleAppStore>().UpdateWarningText();
  105. }
  106. }
  107. }