| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243 | #if !UNITY_EDITOR && UNITY_IOSusing UnityEngine.Purchasing;using UnityEngine;using ET;namespace GFGGame{    public class QDAppStoreManager    {        public static void Init()        {            IAPManager.Instance.InitializePurchasing();//#if !UNITY_EDITOR//            ReYunSDKManager.Instance.Init();//#endif        }        public static void Pay(int buyID, int count, string orderID, long Price)        {            IAPManager.Instance.Pay(IAPManager.Instance.GetIosProductId(buyID), count, orderID, Price);        }        public static void OnCreateRole()        {//#if !UNITY_EDITOR//            var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();//            ReYunSDKManager.Instance.Register(accountInfoComponent.Account);//#endif        }        public static void OnEnterGame()        {            IAPManager.Instance.CheckOrderToDo();//#if !UNITY_EDITOR//            var accountInfoComponent = GameGlobal.zoneScene.GetComponent<AccountInfoComponent>();//            ReYunSDKManager.Instance.Login(accountInfoComponent.Account);//#endif        }    }    public class IAPManager : SingletonBase<IAPManager>, IStoreListener    {        IStoreController m_StoreController; // The Unity Purchasing system.        private IAppleExtensions m_AppleExtensions;        private bool canMakePayments;        private string OrderId;        private string OrderIdLocal        {            get            {                return PlayerPrefs.GetString(OrderIdLocalkey, null);            }            set            {                PlayerPrefs.SetString(OrderIdLocalkey, value);            }        }        private string TransactionId        {            get            {                return PlayerPrefs.GetString(TransactionIdLocalkey, null);            }            set            {                PlayerPrefs.SetString(TransactionIdLocalkey, value);            }        }        private string OrderIdLocalkey        {            get { return RoleDataManager.roleId + "OrderId"; }        }        private string TransactionIdLocalkey        {            get { return RoleDataManager.roleId + "transactionID"; }        }        public void CheckOrderToDo()        {            if (!string.IsNullOrEmpty(this.OrderIdLocal) && !string.IsNullOrEmpty(this.TransactionId))            {                IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, this.TransactionId).Coroutine();            }        }        public void Pay(string buyID, int count, string orderID, long Price)        {            Debug.Log($"Pay {buyID}");            if(!canMakePayments)            {                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。");                return;            }            if(!string.IsNullOrEmpty(this.OrderIdLocal))            {                PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");                CheckOrderToDo();                return;            }            if(!string.IsNullOrEmpty(this.OrderId))            {                PromptController.Instance.ShowFloatTextPrompt("有未完成的订单,请稍后再试!");                return;            }            ViewManager.Show<ModalStatusView>("");            this.OrderId = orderID;            m_StoreController.InitiatePurchase(buyID);        }        public void OnServerSuccess(string OrderId, string TransactionId)        {            this.OrderId = null;            this.OrderIdLocal = null;            this.TransactionId = null;            PlayerPrefs.DeleteKey(OrderIdLocalkey);            PlayerPrefs.DeleteKey(TransactionIdLocalkey);        }        public void InitializePurchasing()        {            Debug.Log("InitializePurchasing");            var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());            canMakePayments = builder.Configure<IAppleConfiguration>().canMakePayments;            builder.Configure<IAppleConfiguration>().SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);            var dataArray = ShopCfgArray.Instance.dataArray;            foreach(var shopCfg in dataArray)            {                if(shopCfg.costType == CostType.RMB)                {                    builder.AddProduct(GetIosProductId(shopCfg.id), ProductType.Consumable);                }            }            UnityPurchasing.Initialize(this, builder);        }        public void OnInitialized(IStoreController controller, IExtensionProvider extensions)        {            Debug.Log("In-App Purchasing successfully initialized");            m_StoreController = controller;            m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();            // 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。            //在非 Apple 平台上,这将不起作用;永远不会调用 OnDeferred。            m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);        }        public void OnInitializeFailed(InitializationFailureReason error)        {            Debug.Log($"In-App Purchasing initialize failed: {error}");        }        public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)        {            Debug.Log($"Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");            this.OrderId = null;            ViewManager.Hide<ModalStatusView>();                        switch (failureReason)            {                case PurchaseFailureReason.PurchasingUnavailable:                    PromptController.Instance.ShowFloatTextPrompt("应用内购 (IAP) 可能在设备设置中受到限制,请开启后再试。");                    break;                case PurchaseFailureReason.ExistingPurchasePending:                    PromptController.Instance.ShowFloatTextPrompt("现购待定,请稍后再试。");                    break;                case PurchaseFailureReason.ProductUnavailable:                    PromptController.Instance.ShowFloatTextPrompt("该商品不可购买,请稍后再试。");                    break;                case PurchaseFailureReason.SignatureInvalid:                    PromptController.Instance.ShowFloatTextPrompt("验证失败,请稍后再试。");                    break;                case PurchaseFailureReason.UserCancelled:                                        break;                case PurchaseFailureReason.PaymentDeclined:                    PromptController.Instance.ShowFloatTextPrompt("此次购买被拒绝,请稍后再试。");                    break;                case PurchaseFailureReason.DuplicateTransaction:                    PromptController.Instance.ShowFloatTextPrompt("重复的交易,请稍后再试。");                    break;                default:                    PromptController.Instance.ShowFloatTextPrompt("购买失败,请稍后再试!");                    break;            }        }        public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)        {            ViewManager.Hide<ModalStatusView>();            //Retrieve the purchased product            var product = args.purchasedProduct;            Debug.Log($"Purchase Complete - Product: {product.definition.id}");            this.OrderIdLocal = this.OrderId;            this.TransactionId = product.transactionID;            GameGlobal.maxShowOrderTime = 300000;            IOSRechargeSProxy.IosVerifyOrder(OrderIdLocal, product.transactionID).Coroutine();            //We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.            return PurchaseProcessingResult.Complete;        }        /// <summary>        /// 特定于 iOS。        /// 未成年人要求购买并提交给家长批准时,        /// 此函数将作为 Apple 的"购买前先询问"功能的一部分        /// 接受调用。        ///        /// 购买被批准或拒绝时,将触发正常的购买        /// 事件。        /// </summary>        /// <param name="item">Item.</param>        private void OnDeferred(Product item)        {            Debug.Log("Purchase deferred: " + item.definition.id);            PromptController.Instance.ShowFloatTextPrompt("未成年人购买需要经过家长批准才能继续!");        }        private void OnPromotionalPurchase(Product item)        {            Debug.Log("Attempted promotional purchase: " + item.definition.id);            // 已检测到推荐性购买。            // 通过呈现家长控制门等方式处理此事件。            //此处,仅出于演示目的,我们将等待五秒钟            // 再继续购买。            //StartCoroutine(ContinuePromotionalPurchases());        }        public string GetIosProductId(int cfgId)        {            return "wsj" + cfgId;        }    }}#endif
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