HandlingDeferredPurchases.cs 3.3 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.Purchasing;
  4. using UnityEngine.UI;
  5. namespace Samples.Purchasing.AppleAppStore.HandlingDeferredPurchases
  6. {
  7. [RequireComponent(typeof(UserWarningAppleAppStore))]
  8. public class HandlingDeferredPurchases : MonoBehaviour, IStoreListener
  9. {
  10. IStoreController m_StoreController;
  11. IAppleExtensions m_AppleExtensions;
  12. public string goldProductId = "com.mycompany.mygame.gold1";
  13. public ProductType goldType = ProductType.Consumable;
  14. public Text goldCountText;
  15. int m_GoldCount;
  16. void Start()
  17. {
  18. InitializePurchasing();
  19. UpdateWarningMessage();
  20. }
  21. void InitializePurchasing()
  22. {
  23. var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
  24. builder.AddProduct(goldProductId, goldType);
  25. UnityPurchasing.Initialize(this, builder);
  26. }
  27. public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
  28. {
  29. Debug.Log("In-App Purchasing successfully initialized");
  30. m_StoreController = controller;
  31. m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
  32. m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferredPurchase);
  33. SetupAskToBuy();
  34. UpdateUI();
  35. }
  36. void SetupAskToBuy()
  37. {
  38. if (Application.platform == RuntimePlatform.IPhonePlayer)
  39. {
  40. // Only applies to Sandbox testing
  41. m_AppleExtensions.simulateAskToBuy = true;
  42. }
  43. }
  44. public void BuyGold()
  45. {
  46. m_StoreController.InitiatePurchase(goldProductId);
  47. }
  48. void OnDeferredPurchase(Product product)
  49. {
  50. Debug.Log($"Purchase of {product.definition.id} is deferred");
  51. UpdateUI();
  52. }
  53. public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
  54. {
  55. var product = args.purchasedProduct;
  56. Debug.Log($"Processing Purchase: {product.definition.id}");
  57. UnlockContent(product);
  58. return PurchaseProcessingResult.Complete;
  59. }
  60. void UnlockContent(Product product)
  61. {
  62. Debug.Log($"Unlock Content: {product.definition.id}");
  63. if (product.definition.id == goldProductId)
  64. {
  65. AddGold();
  66. }
  67. UpdateUI();
  68. }
  69. void AddGold()
  70. {
  71. m_GoldCount++;
  72. }
  73. void UpdateUI()
  74. {
  75. goldCountText.text = $"Your Gold: {m_GoldCount}";
  76. }
  77. public void OnInitializeFailed(InitializationFailureReason error)
  78. {
  79. Debug.Log($"In-App Purchasing initialize failed: {error}");
  80. }
  81. public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
  82. {
  83. // A declined Ask to Buy transaction will not result in a OnPurchaseFailed call.
  84. Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
  85. }
  86. void UpdateWarningMessage()
  87. {
  88. GetComponent<UserWarningAppleAppStore>().UpdateWarningText();
  89. }
  90. }
  91. }