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December 30, 2016 03:30
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Purchasing; | |
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing. | |
using UnityEngine.Purchasing.Security; | |
public class Purchaser : MonoBehaviour, IStoreListener | |
{ | |
public IAPManager iap; | |
private static IStoreController m_StoreController; // The Unity Purchasing system. | |
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems. | |
CrossPlatformValidator validator; | |
// 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. | |
public static string kProductIDConsumable = "consumable"; | |
public static string kProductIDNonConsumable = "nonconsumable"; | |
public static string kProductIDAppleSubscription = "subscription"; | |
// Apple App Store-specific product identifier for the subscription product. | |
// private static string kProductNameAppleConsumable = ""; | |
private static string kProductNameAppleNonConsumable = "com.choosecircle.alphabet.KIDPediaFull"; | |
// private static string kProductNameAppleSubscription = "com.unity3d.subscription.new"; | |
// Google Play Store-specific product identifier subscription product. | |
// private static string kProductNameGooglePlayConsumable = "com.unity3d.subscription.original"; | |
private static string kProductNameGooglePlayNonConsumable = "com.unity3d.subscription.original"; | |
// private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original"; | |
void Start() | |
{ | |
// If we haven't set up the Unity Purchasing reference | |
if (m_StoreController == null) | |
{ | |
// Begin to configure our connection to Purchasing | |
InitializePurchasing(); | |
} | |
// if (m_StoreController.products.WithID(kProductIDNonConsumable).hasReceipt) { | |
// iap.IAPBought (); | |
// } | |
} | |
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()); | |
// Add a product to sell / restore by way of its identifier, associating the general identifier | |
// with its store-specific identifiers. | |
// builder.AddProduct(kProductIDConsumable, ProductType.Consumable); | |
// Continue adding the non-consumable product. | |
builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable, new IDs() { | |
{ kProductNameAppleNonConsumable, AppleAppStore.Name }, | |
{ kProductNameGooglePlayNonConsumable, GooglePlay.Name} | |
}); | |
// And finish adding the subscription product. Notice this uses store-specific IDs, illustrating | |
// if the Product ID was configured differently between Apple and Google stores. Also note that | |
// one uses the general kProductIDSubscription handle inside the game - the store-specific IDs | |
// must only be referenced here. | |
// builder.AddProduct(kProductIDAppleSubscription, ProductType.Subscription); | |
// 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 BuyConsumable() | |
{ | |
// Buy the consumable product using its general identifier. Expect a response either | |
// through ProcessPurchase or OnPurchaseFailed asynchronously. | |
BuyProductID(kProductIDConsumable); | |
} | |
public void BuyNonConsumable() | |
{ | |
// Buy the non-consumable product using its general identifier. Expect a response either | |
// through ProcessPurchase or OnPurchaseFailed asynchronously. | |
BuyProductID(kProductIDNonConsumable); | |
} | |
public void BuySubscription() | |
{ | |
// Buy the subscription product using its the general identifier. Expect a response either | |
// through ProcessPurchase or OnPurchaseFailed asynchronously. | |
// Notice how we use the general product identifier in spite of this ID being mapped to | |
// custom store-specific identifiers above. | |
BuyProductID(kProductIDAppleSubscription); | |
} | |
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 PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e) | |
// { | |
// bool validPurchase = true; // Presume valid for platforms with no R.V. | |
// | |
// // Unity IAP's validation logic is only included on these platforms. | |
// #if UNITY_ANDROID || UNITY_IOS || UNITY_STANDALONE_OSX | |
// // Prepare the validator with the secrets we prepared in the Editor | |
// // obfuscation window. | |
// validator = new CrossPlatformValidator(null, | |
// AppleTangle.Data(), Application.bundleIdentifier); | |
// | |
// try { | |
// // On Google Play, result has a single product ID. | |
// // On Apple stores, receipts contain multiple products. | |
// var result = validator.Validate(e.purchasedProduct.receipt); | |
// // For informational purposes, we list the receipt(s) | |
// iap.labelCenter.text += "Receipt is valid. Contents:\n"; | |
// foreach (IPurchaseReceipt productReceipt in result) { | |
// iap.labelCenter.text += productReceipt.productID + "\n"; | |
// iap.labelCenter.text += productReceipt.purchaseDate + "\n"; | |
// iap.labelCenter.text += productReceipt.transactionID + "\n"; | |
// } | |
// } catch (IAPSecurityException) { | |
// iap.labelCenter.text += "Invalid receipt, not unlocking content\n"; | |
// validPurchase = false; | |
// } | |
// #endif | |
// | |
// if (validPurchase) { | |
// iap.IAPBought (); | |
// } | |
// | |
// return PurchaseProcessingResult.Complete; | |
// } | |
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; | |
ReceiptCheck (); | |
} | |
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) | |
{ | |
// A consumable product has been purchased by this user. | |
if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal)) | |
{ | |
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id)); | |
// The consumable item has been successfully purchased, add 100 coins to the player's in-game score. | |
} | |
// Or ... a non-consumable product has been purchased by this user. | |
else if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal)) | |
{ | |
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id)); | |
iap.IAPBought (); | |
// TODO: The non-consumable item has been successfully purchased, grant this item to the player. | |
} | |
// Or ... a subscription product has been purchased by this user. | |
else if (String.Equals(args.purchasedProduct.definition.id, kProductIDAppleSubscription, StringComparison.Ordinal)) | |
{ | |
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id)); | |
// TODO: The subscription item has been successfully purchased, grant this to the player. | |
} | |
// 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)); | |
} | |
public void ReceiptCheck () | |
{ | |
iap.labelCenter.text = "RECEIPT CHECK\n"; | |
if (Application.platform == RuntimePlatform.Android || | |
Application.platform == RuntimePlatform.IPhonePlayer || | |
Application.platform == RuntimePlatform.OSXPlayer) { | |
Product[] products = m_StoreController.products.all; | |
iap.labelCenter.text += products.Length + "\n"; | |
CrossPlatformValidator validator = new CrossPlatformValidator (null, AppleTangle.Data (), Application.bundleIdentifier); | |
for (int i = 0; i < products.Length; i++) { | |
iap.labelCenter.text += "Entered for " + i + "\n"; | |
var result = validator.Validate(products[i].receipt); | |
iap.labelCenter.text += result; | |
if (result[i].productID == kProductIDNonConsumable) { | |
iap.labelCenter.text += "Entered if " + i + "\n"; | |
iap.labelCenter.text += result[i].productID + "\n"; | |
iap.labelCenter.text = "IAP SUCESS"; | |
iap.IAPBought(); | |
} | |
} | |
} | |
} | |
public void ComboPurchaseRestore () | |
{ | |
BuyNonConsumable(); | |
RestorePurchases(); | |
} | |
} |
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