QDAppStoreManager.cs 9.0 KB

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  1. using UnityEngine.Purchasing;
  2. using UnityEngine;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. public class QDAppStoreManager
  7. {
  8. public static void Init()
  9. {
  10. IAPManager.Instance.InitializePurchasing();
  11. #if !UNITY_EDITOR
  12. ReYunSDKManager.Instance.Init();
  13. #endif
  14. }
  15. public static void Pay(int buyID, int count, string orderID, long Price)
  16. {
  17. IAPManager.Instance.Pay(IAPManager.Instance.GetIosProductId(buyID), count, orderID, Price);
  18. }
  19. public static void OnCreateRole()
  20. {
  21. #if !UNITY_EDITOR
  22. var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();
  23. ReYunSDKManager.Instance.Register(accountInfoComponent.Account);
  24. #endif
  25. }
  26. public static void OnEnterGame()
  27. {
  28. IAPManager.Instance.CheckOrderToDo();
  29. #if !UNITY_EDITOR
  30. var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();
  31. ReYunSDKManager.Instance.Login(accountInfoComponent.Account);
  32. #endif
  33. }
  34. }
  35. public class IAPManager : SingletonBase<IAPManager>, IStoreListener
  36. {
  37. IStoreController m_StoreController; // The Unity Purchasing system.
  38. private IAppleExtensions m_AppleExtensions;
  39. private bool canMakePayments;
  40. private string OrderId;
  41. private string OrderIdLocal
  42. {
  43. get
  44. {
  45. return PlayerPrefs.GetString(OrderIdLocalkey, null);
  46. }
  47. set
  48. {
  49. PlayerPrefs.SetString(OrderIdLocalkey, value);
  50. }
  51. }
  52. private string TransactionId
  53. {
  54. get
  55. {
  56. return PlayerPrefs.GetString(TransactionIdLocalkey, null);
  57. }
  58. set
  59. {
  60. PlayerPrefs.SetString(TransactionIdLocalkey, value);
  61. }
  62. }
  63. private string OrderIdLocalkey
  64. {
  65. get { return RoleDataManager.roleId + "OrderId"; }
  66. }
  67. private string TransactionIdLocalkey
  68. {
  69. get { return RoleDataManager.roleId + "transactionID"; }
  70. }
  71. public void CheckOrderToDo()
  72. {
  73. if (!string.IsNullOrEmpty(this.OrderIdLocal) && !string.IsNullOrEmpty(this.TransactionId))
  74. {
  75. IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, this.TransactionId).Coroutine();
  76. }
  77. }
  78. public void Pay(string buyID, int count, string orderID, long Price)
  79. {
  80. Debug.Log($"Pay {buyID}");
  81. if(!canMakePayments)
  82. {
  83. PromptController.Instance.ShowFloatTextPrompt("应用内购 (IAP) 可能在设备设置中受到限制,请开启后再试。");
  84. return;
  85. }
  86. if(!string.IsNullOrEmpty(this.OrderIdLocal))
  87. {
  88. PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");
  89. CheckOrderToDo();
  90. return;
  91. }
  92. if(!string.IsNullOrEmpty(this.OrderId))
  93. {
  94. PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");
  95. return;
  96. }
  97. ViewManager.Show<ModalStatusView>("");
  98. this.OrderId = orderID;
  99. m_StoreController.InitiatePurchase(buyID);
  100. }
  101. public void OnServerSuccess(string OrderId, string TransactionId)
  102. {
  103. this.OrderId = null;
  104. this.OrderIdLocal = null;
  105. this.TransactionId = null;
  106. PlayerPrefs.DeleteKey(OrderIdLocalkey);
  107. PlayerPrefs.DeleteKey(TransactionIdLocalkey);
  108. }
  109. public void InitializePurchasing()
  110. {
  111. Debug.Log("InitializePurchasing");
  112. var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
  113. canMakePayments = builder.Configure<IAppleConfiguration>().canMakePayments;
  114. builder.Configure<IAppleConfiguration>().SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);
  115. var dataArray = ShopCfgArray.Instance.dataArray;
  116. foreach(var shopCfg in dataArray)
  117. {
  118. if(shopCfg.costType == CostType.RMB)
  119. {
  120. builder.AddProduct(GetIosProductId(shopCfg.id), ProductType.Consumable);
  121. }
  122. }
  123. UnityPurchasing.Initialize(this, builder);
  124. }
  125. public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
  126. {
  127. Debug.Log("In-App Purchasing successfully initialized");
  128. m_StoreController = controller;
  129. m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
  130. // 在 Apple 平台上,我们需要处理由 Apple 的"购买前先询问"功能导致的延期购买。
  131. //在非 Apple 平台上,这将不起作用;永远不会调用 OnDeferred。
  132. m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
  133. }
  134. public void OnInitializeFailed(InitializationFailureReason error)
  135. {
  136. Debug.Log($"In-App Purchasing initialize failed: {error}");
  137. }
  138. public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
  139. {
  140. Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
  141. this.OrderId = null;
  142. ViewManager.Hide<ModalStatusView>();
  143. switch (failureReason)
  144. {
  145. case PurchaseFailureReason.PurchasingUnavailable:
  146. PromptController.Instance.ShowFloatTextPrompt("应用内购 (IAP) 可能在设备设置中受到限制,请开启后再试。");
  147. break;
  148. case PurchaseFailureReason.ExistingPurchasePending:
  149. PromptController.Instance.ShowFloatTextPrompt("现购待定,请稍后再试。");
  150. break;
  151. case PurchaseFailureReason.ProductUnavailable:
  152. PromptController.Instance.ShowFloatTextPrompt("该商品不可购买,请稍后再试。");
  153. break;
  154. case PurchaseFailureReason.SignatureInvalid:
  155. PromptController.Instance.ShowFloatTextPrompt("验证失败,请稍后再试。");
  156. break;
  157. case PurchaseFailureReason.UserCancelled:
  158. break;
  159. case PurchaseFailureReason.PaymentDeclined:
  160. PromptController.Instance.ShowFloatTextPrompt("此次购买被拒绝,请稍后再试。");
  161. break;
  162. case PurchaseFailureReason.DuplicateTransaction:
  163. PromptController.Instance.ShowFloatTextPrompt("重复的交易,请稍后再试。");
  164. break;
  165. default:
  166. PromptController.Instance.ShowFloatTextPrompt("购买失败,请稍后再试!");
  167. break;
  168. }
  169. }
  170. public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
  171. {
  172. ViewManager.Hide<ModalStatusView>();
  173. //Retrieve the purchased product
  174. var product = args.purchasedProduct;
  175. Debug.Log($"Purchase Complete - Product: {product.definition.id}");
  176. this.OrderIdLocal = this.OrderId;
  177. this.TransactionId = product.transactionID;
  178. GameGlobal.maxShowOrderTime = 300000;
  179. IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, product.transactionID).Coroutine();
  180. //We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
  181. return PurchaseProcessingResult.Complete;
  182. }
  183. /// &lt;summary>
  184. /// 特定于 iOS。
  185. /// 未成年人要求购买并提交给家长批准时,
  186. /// 此函数将作为 Apple 的"购买前先询问"功能的一部分
  187. /// 接受调用。
  188. ///
  189. /// 购买被批准或拒绝时,将触发正常的购买
  190. /// 事件。
  191. /// &lt;/summary>
  192. /// &lt;param name="item">Item.&lt;/param>
  193. private void OnDeferred(Product item)
  194. {
  195. Debug.Log("Purchase deferred: " + item.definition.id);
  196. PromptController.Instance.ShowFloatTextPrompt("未成年人购买需要经过家长批准才能继续!");
  197. }
  198. private void OnPromotionalPurchase(Product item)
  199. {
  200. Debug.Log("Attempted promotional purchase: " + item.definition.id);
  201. // 已检测到推荐性购买。
  202. // 通过呈现家长控制门等方式处理此事件。
  203. //此处,仅出于演示目的,我们将等待五秒钟
  204. // 再继续购买。
  205. //StartCoroutine(ContinuePromotionalPurchases());
  206. }
  207. public string GetIosProductId(int cfgId)
  208. {
  209. return "wsj" + cfgId;
  210. }
  211. }
  212. }