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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Purchasing;
- // Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager,
- // one of the existing Survival Shooter scripts.
- namespace CompleteProject
- {
- // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
- public class Purchaser : MonoBehaviour, IStoreListener
- {
- private static IStoreController m_StoreController; // The Unity Purchasing system.
- private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
- // Product identifiers for all products capable of being purchased:
- // "convenience" general identifiers for use with Purchasing, and their store-specific identifier
- // counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers
- // also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
- // General product identifiers for the consumable, non-consumable, and subscription products.
- // Use these handles in the code to reference which product to purchase. Also use these values
- // when defining the Product Identifiers on the store. Except, for illustration purposes, the
- // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
- // specific mapping to Unity Purchasing's AddProduct, below.
- string rocket50 = "rocket.50";
- string rocket51 = "rocket.51";
- string rocket52 = "rocket.52";
- GameObject cameraScript;
- void Start()
- {
- cameraScript = Camera.main.gameObject;
- // If we haven't set up the Unity Purchasing reference
- if (m_StoreController == null)
- {
- // Begin to configure our connection to Purchasing
- InitializePurchasing();
- }
- }
- public void InitializePurchasing()
- {
- // If we have already connected to Purchasing ...
- if (IsInitialized())
- {
- // ... we are done here.
- return;
- }
- // Create a builder, first passing in a suite of Unity provided stores.
- var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
- builder.AddProduct(rocket50, ProductType.NonConsumable);
- builder.AddProduct(rocket51, ProductType.NonConsumable);
- builder.AddProduct(rocket52, ProductType.NonConsumable);
- // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration
- // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
- UnityPurchasing.Initialize(this, builder);
- }
- private bool IsInitialized()
- {
- // Only say we are initialized if both the Purchasing references are set.
- return m_StoreController != null && m_StoreExtensionProvider != null;
- }
- public void BuyProductID(string productId)
- {
- // If Purchasing has been initialized ...
- if (IsInitialized())
- {
- // ... look up the Product reference with the general product identifier and the Purchasing
- // system's products collection.
- Product product = m_StoreController.products.WithID(productId);
- // If the look up found a product for this device's store and that product is ready to be sold ...
- if (product != null && product.availableToPurchase)
- {
- Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
- // ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
- // asynchronously.
- m_StoreController.InitiatePurchase(product);
- }
- // Otherwise ...
- else
- {
- // ... report the product look-up failure situation
- Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
- }
- }
- // Otherwise ...
- else
- {
- // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
- // retrying initiailization.
- Debug.Log("BuyProductID FAIL. Not initialized.");
- }
- }
- // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
- // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
- public void RestorePurchases()
- {
- // If Purchasing has not yet been set up ...
- if (!IsInitialized())
- {
- // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
- Debug.Log("RestorePurchases FAIL. Not initialized.");
- return;
- }
- // If we are running on an Apple device ...
- if (Application.platform == RuntimePlatform.IPhonePlayer ||
- Application.platform == RuntimePlatform.OSXPlayer)
- {
- // ... begin restoring purchases
- Debug.Log("RestorePurchases started ...");
- // Fetch the Apple store-specific subsystem.
- var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
- // Begin the asynchronous process of restoring purchases. Expect a confirmation response in
- // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
- apple.RestoreTransactions((result) => {
- // The first phase of restoration. If no more responses are received on ProcessPurchase then
- // no purchases are available to be restored.
- Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
- });
- }
- // Otherwise ...
- else
- {
- // We are not running on an Apple device. No work is necessary to restore purchases.
- Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
- }
- }
- //
- // --- IStoreListener
- //
- public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
- {
- // Purchasing has succeeded initializing. Collect our Purchasing references.
- Debug.Log("OnInitialized: PASS");
- // Overall Purchasing system, configured with products for this application.
- m_StoreController = controller;
- // Store specific subsystem, for accessing device-specific store features.
- m_StoreExtensionProvider = extensions;
- }
- public void OnInitializeFailed(InitializationFailureReason error)
- {
- // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
- Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
- }
- public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
- {
- // Or ... a non-consumable product has been purchased by this user.
- if (String.Equals(args.purchasedProduct.definition.id, rocket50, StringComparison.Ordinal))
- {
- Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
- // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
- cameraScript.GetComponent<menu_camera>().purchaseRocket(50);
- }
- else if (String.Equals(args.purchasedProduct.definition.id, rocket51, StringComparison.Ordinal))
- {
- Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
- // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
- cameraScript.GetComponent<menu_camera>().purchaseRocket(51);
- }
- else if (String.Equals(args.purchasedProduct.definition.id, rocket52, StringComparison.Ordinal))
- {
- Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
- // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
- cameraScript.GetComponent<menu_camera>().purchaseRocket(52);
- }
- // Or ... an unknown product has been purchased by this user. Fill in additional products here....
- else
- {
- Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
- }
- // Return a flag indicating whether this product has completely been received, or if the application needs
- // to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still
- // saving purchased products to the cloud, and when that save is delayed.
- return PurchaseProcessingResult.Complete;
- }
- public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
- {
- // A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing
- // this reason with the user to guide their troubleshooting actions.
- Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
- }
- }
- }
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