QDAppStoreManager.cs 9.0 KB

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  1. #if !UNITY_EDITOR && UNITY_IOS
  2. using UnityEngine.Purchasing;
  3. using UnityEngine;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. public class QDAppStoreManager
  8. {
  9. public static void Init()
  10. {
  11. IAPManager.Instance.InitializePurchasing();
  12. //#if !UNITY_EDITOR
  13. // ReYunSDKManager.Instance.Init();
  14. //#endif
  15. }
  16. public static void Pay(int buyID, int count, string orderID, long Price)
  17. {
  18. IAPManager.Instance.Pay(IAPManager.Instance.GetIosProductId(buyID), count, orderID, Price);
  19. }
  20. public static void OnCreateRole()
  21. {
  22. //#if !UNITY_EDITOR
  23. // var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();
  24. // ReYunSDKManager.Instance.Register(accountInfoComponent.Account);
  25. //#endif
  26. }
  27. public static void OnEnterGame()
  28. {
  29. IAPManager.Instance.CheckOrderToDo();
  30. //#if !UNITY_EDITOR
  31. // var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();
  32. // ReYunSDKManager.Instance.Login(accountInfoComponent.Account);
  33. //#endif
  34. }
  35. }
  36. public class IAPManager : SingletonBase<IAPManager>, IStoreListener
  37. {
  38. IStoreController m_StoreController; // The Unity Purchasing system.
  39. private IAppleExtensions m_AppleExtensions;
  40. private bool canMakePayments;
  41. private string OrderId;
  42. private string OrderIdLocal
  43. {
  44. get
  45. {
  46. return PlayerPrefs.GetString(OrderIdLocalkey, null);
  47. }
  48. set
  49. {
  50. PlayerPrefs.SetString(OrderIdLocalkey, value);
  51. }
  52. }
  53. private string TransactionId
  54. {
  55. get
  56. {
  57. return PlayerPrefs.GetString(TransactionIdLocalkey, null);
  58. }
  59. set
  60. {
  61. PlayerPrefs.SetString(TransactionIdLocalkey, value);
  62. }
  63. }
  64. private string OrderIdLocalkey
  65. {
  66. get { return RoleDataManager.roleId + "OrderId"; }
  67. }
  68. private string TransactionIdLocalkey
  69. {
  70. get { return RoleDataManager.roleId + "transactionID"; }
  71. }
  72. public void CheckOrderToDo()
  73. {
  74. if (!string.IsNullOrEmpty(this.OrderIdLocal) && !string.IsNullOrEmpty(this.TransactionId))
  75. {
  76. IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, this.TransactionId).Coroutine();
  77. }
  78. }
  79. public void Pay(string buyID, int count, string orderID, long Price)
  80. {
  81. Debug.Log($"Pay {buyID}");
  82. if(!canMakePayments)
  83. {
  84. 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。");
  85. return;
  86. }
  87. if(!string.IsNullOrEmpty(this.OrderIdLocal))
  88. {
  89. PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");
  90. CheckOrderToDo();
  91. return;
  92. }
  93. if(!string.IsNullOrEmpty(this.OrderId))
  94. {
  95. PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");
  96. return;
  97. }
  98. ViewManager.Show<ModalStatusView>("");
  99. this.OrderId = orderID;
  100. m_StoreController.InitiatePurchase(buyID);
  101. }
  102. public void OnServerSuccess(string OrderId, string TransactionId)
  103. {
  104. this.OrderId = null;
  105. this.OrderIdLocal = null;
  106. this.TransactionId = null;
  107. PlayerPrefs.DeleteKey(OrderIdLocalkey);
  108. PlayerPrefs.DeleteKey(TransactionIdLocalkey);
  109. }
  110. public void InitializePurchasing()
  111. {
  112. Debug.Log("InitializePurchasing");
  113. var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
  114. canMakePayments = builder.Configure<IAppleConfiguration>().canMakePayments;
  115. builder.Configure<IAppleConfiguration>().SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);
  116. var dataArray = ShopCfgArray.Instance.dataArray;
  117. foreach(var shopCfg in dataArray)
  118. {
  119. if(shopCfg.costType == CostType.RMB)
  120. {
  121. builder.AddProduct(GetIosProductId(shopCfg.id), ProductType.Consumable);
  122. }
  123. }
  124. UnityPurchasing.Initialize(this, builder);
  125. }
  126. public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
  127. {
  128. Debug.Log("In-App Purchasing successfully initialized");
  129. m_StoreController = controller;
  130. m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
  131. // 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。
  132. //在非 Apple 平台上,这将不起作用;永远不会调用 OnDeferred。
  133. m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
  134. }
  135. public void OnInitializeFailed(InitializationFailureReason error)
  136. {
  137. Debug.Log($"In-App Purchasing initialize failed: {error}");
  138. }
  139. public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
  140. {
  141. Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
  142. this.OrderId = null;
  143. ViewManager.Hide<ModalStatusView>();
  144. switch (failureReason)
  145. {
  146. case PurchaseFailureReason.PurchasingUnavailable:
  147. PromptController.Instance.ShowFloatTextPrompt("应用内购 (IAP) 可能在设备设置中受到限制,请开启后再试。");
  148. break;
  149. case PurchaseFailureReason.ExistingPurchasePending:
  150. PromptController.Instance.ShowFloatTextPrompt("现购待定,请稍后再试。");
  151. break;
  152. case PurchaseFailureReason.ProductUnavailable:
  153. PromptController.Instance.ShowFloatTextPrompt("该商品不可购买,请稍后再试。");
  154. break;
  155. case PurchaseFailureReason.SignatureInvalid:
  156. PromptController.Instance.ShowFloatTextPrompt("验证失败,请稍后再试。");
  157. break;
  158. case PurchaseFailureReason.UserCancelled:
  159. break;
  160. case PurchaseFailureReason.PaymentDeclined:
  161. PromptController.Instance.ShowFloatTextPrompt("此次购买被拒绝,请稍后再试。");
  162. break;
  163. case PurchaseFailureReason.DuplicateTransaction:
  164. PromptController.Instance.ShowFloatTextPrompt("重复的交易,请稍后再试。");
  165. break;
  166. default:
  167. PromptController.Instance.ShowFloatTextPrompt("购买失败,请稍后再试!");
  168. break;
  169. }
  170. }
  171. public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
  172. {
  173. ViewManager.Hide<ModalStatusView>();
  174. //Retrieve the purchased product
  175. var product = args.purchasedProduct;
  176. Debug.Log($"Purchase Complete - Product: {product.definition.id}");
  177. this.OrderIdLocal = this.OrderId;
  178. this.TransactionId = product.transactionID;
  179. GameGlobal.maxShowOrderTime = 300000;
  180. IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, product.transactionID).Coroutine();
  181. //We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
  182. return PurchaseProcessingResult.Complete;
  183. }
  184. /// &lt;summary>
  185. /// 特定于 iOS。
  186. /// 未成年人要求购买并提交给家长批准时,
  187. /// 此函数将作为 Apple 的"购买前先询问"功能的一部分
  188. /// 接受调用。
  189. ///
  190. /// 购买被批准或拒绝时,将触发正常的购买
  191. /// 事件。
  192. /// &lt;/summary>
  193. /// &lt;param name="item">Item.&lt;/param>
  194. private void OnDeferred(Product item)
  195. {
  196. Debug.Log("Purchase deferred: " + item.definition.id);
  197. PromptController.Instance.ShowFloatTextPrompt("未成年人购买需要经过家长批准才能继续!");
  198. }
  199. private void OnPromotionalPurchase(Product item)
  200. {
  201. Debug.Log("Attempted promotional purchase: " + item.definition.id);
  202. // 已检测到推荐性购买。
  203. // 通过呈现家长控制门等方式处理此事件。
  204. //此处,仅出于演示目的,我们将等待五秒钟
  205. // 再继续购买。
  206. //StartCoroutine(ContinuePromotionalPurchases());
  207. }
  208. public string GetIosProductId(int cfgId)
  209. {
  210. return "wsj" + cfgId;
  211. }
  212. }
  213. }
  214. #endif