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GameClient/Assets/Samples.meta

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GameClient/Assets/Samples/In App Purchasing.meta

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GameClient/Assets/Samples/In App Purchasing/4.1.5.meta

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GameClient/Assets/Samples/In App Purchasing/4.1.5/01 Buying Consumables.meta

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GameClient/Assets/Samples/In App Purchasing/4.1.5/01 Buying Consumables/.sample.json

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+{
+    "displayName": "01 Buying Consumables",
+    "description": "This sample showcases the basics of how to initialize in-app purchases and handle a simple consumable purchase.",
+    "createSeparatePackage": false
+}

+ 105 - 0
GameClient/Assets/Samples/In App Purchasing/4.1.5/01 Buying Consumables/BuyingConsumables.cs

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+using System;
+using UnityEngine;
+using UnityEngine.Purchasing;
+using UnityEngine.Serialization;
+using UnityEngine.UI;
+
+namespace Samples.Purchasing.Core.BuyingConsumables
+{
+    public class BuyingConsumables : MonoBehaviour, IStoreListener
+    {
+        IStoreController m_StoreController; // The Unity Purchasing system.
+
+        //Your products IDs. They should match the ids of your products in your store.
+        public string goldProductId = "com.mycompany.mygame.gold1";
+        public string diamondProductId = "com.mycompany.mygame.diamond1";
+
+        public Text GoldCountText;
+        public Text DiamondCountText;
+
+        int m_GoldCount;
+        int m_DiamondCount;
+
+        void Start()
+        {
+            InitializePurchasing();
+            UpdateUI();
+        }
+
+        void InitializePurchasing()
+        {
+            var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
+
+            //Add products that will be purchasable and indicate its type.
+            builder.AddProduct(goldProductId, ProductType.Consumable);
+            builder.AddProduct(diamondProductId, ProductType.Consumable);
+
+            UnityPurchasing.Initialize(this, builder);
+        }
+
+        public void BuyGold()
+        {
+            m_StoreController.InitiatePurchase(goldProductId);
+        }
+
+        public void BuyDiamond()
+        {
+            m_StoreController.InitiatePurchase(diamondProductId);
+        }
+
+        public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
+        {
+            Debug.Log("In-App Purchasing successfully initialized");
+            m_StoreController = controller;
+        }
+
+        public void OnInitializeFailed(InitializationFailureReason error)
+        {
+            Debug.Log($"In-App Purchasing initialize failed: {error}");
+        }
+
+        public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
+        {
+            //Retrieve the purchased product
+            var product = args.purchasedProduct;
+
+            //Add the purchased product to the players inventory
+            if (product.definition.id == goldProductId)
+            {
+                AddGold();
+            }
+            else if (product.definition.id == diamondProductId)
+            {
+                AddDiamond();
+            }
+
+            Debug.Log($"Purchase Complete - Product: {product.definition.id}");
+
+            //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}");
+        }
+
+        void AddGold()
+        {
+            m_GoldCount++;
+            UpdateUI();
+        }
+
+        void AddDiamond()
+        {
+            m_DiamondCount++;
+            UpdateUI();
+        }
+
+        void UpdateUI()
+        {
+            GoldCountText.text = $"Your Gold: {m_GoldCount}";
+            DiamondCountText.text = $"Your Diamonds: {m_DiamondCount}";
+        }
+    }
+}

+ 11 - 0
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GameClient/Assets/Samples/In App Purchasing/4.1.5/01 Buying Consumables/README.md

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+README - In-App Purchasing Sample Scenes - Buying Consumables
+
+In this example, you will learn how to initialize the In-App Purchasing package and handle a simple Consumable Product purchase.
+
+This sample uses a fake store for its transactions, to use a real store like the App Store or the Google Play Store,  you would need to register your application and add In-App Purchases. For more information, follow the documentation for one of our [supported stores](https://docs.unity3d.com/Packages/com.unity.purchasing@3.1/manual/UnityIAPSettingUp.html). Keep in mind that in this sample, product identifiers are kept in the `BuyingConsumables.cs` file.
+
+
+### Consumables
+Consumables are products that users can purchase repeatedly. Consumable Products cannot be restored.
+
+Examples:
+* Virtual currencies
+* Health potions
+* Temporary power-ups.

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