【Unity基础】Unity用脚本实现内购(IAP)
本文介绍了如何使用脚本实现内购功能。
先看下脚本,代码中根据执行过程添加了序号。
using UnityEngine;
using UnityEngine.Purchasing;
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 coins100ProductId = "com.xxx.unitygame.coins100";
public string coins500ProductId = "com.xxx.unitygame.coins500";
public Text CoinsCountText;
int m_GoldCount;
// 1. 开始入口
void Start()
{
Debug.Log("1. Start begin...");
InitializePurchasing();
UpdateUI();
Debug.Log("1. Start end...");
}
// 2. 初始化内购
void InitializePurchasing()
{
Debug.Log("2. InitializePurchasing begin...");
// 创建实例
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// 添加内购商品
//Add products that will be purchasable and indicate its type.
builder.AddProduct(coins100ProductId, ProductType.Consumable);
builder.AddProduct(coins500ProductId, ProductType.Consumable);
// 初始化
UnityPurchasing.Initialize(this, builder);
Debug.Log("2. InitializePurchasing end...");
}
// 4. Button事件处理
public void BuyGold(int count)
{
Debug.Log($"4. Player buy gold:{count}");
Debug.Log("4. BuyGold begin...");
if (count == 100)
{
m_StoreController.InitiatePurchase(coins100ProductId);
}
else if(count == 500)
{
m_StoreController.InitiatePurchase(coins500ProductId);
}
Debug.Log("4. BuyGold end...");
}
// 3. 初始化完成
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
Debug.Log("3. OnInitialized begin...");
Debug.Log("3. In-App Purchasing successfully initialized");
m_StoreController = controller;
Debug.Log("3. OnInitialized end...");
}
public void OnInitializeFailed(InitializationFailureReason error)
{
Debug.Log($"3. In-App Purchasing initialize failed: {error}");
}
// 5. 购买处理
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
Debug.Log("5. ProcessPurchase begin...");
//Retrieve the purchased product
var product = args.purchasedProduct;
//Add the purchased product to the players inventory
if (product.definition.id == coins100ProductId)
{
AddGold(100);
}
else if (product.definition.id == coins500ProductId)
{
AddGold(500);
}
Debug.Log($"5. Purchase Complete - Product: {product.definition.id}");
Debug.Log("5. ProcessPurchase end...");
//We return Complete, informing IAP that the processing on our side is done and the transaction can be closed.
return PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
Debug.Log($"5. Purchase failed - Product: '{product.definition.id}', PurchaseFailureReason: {failureReason}");
}
// 6. 完成购买事件
void AddGold(int count)
{
Debug.Log("6. AddGold begin...");
m_GoldCount +=count;
UpdateUI();
Debug.Log("6. AddGold end...");
}
// 7. 更新UI
void UpdateUI()
{
Debug.Log("7. UpdateUI begin...");
CoinsCountText.text = $"Your Coins: {m_GoldCount}";
Debug.Log("7. UpdateUI end...");
}
}
}
根据代码分析,可以看出在Unity中实现内购的过程分为几个关键步骤:
-
初始化内购:在
Start
方法中调用InitializePurchasing
,创建一个ConfigurationBuilder
实例并添加可购买的产品(如金币)。通过UnityPurchasing.Initialize
初始化内购系统。 -
处理购买请求:当玩家点击购买按钮时,调用
BuyGold
方法。根据购买的金币数量,调用m_StoreController.InitiatePurchase
发起购买请求。 -
购买成功处理:实现
OnInitialized
和ProcessPurchase
方法。在OnInitialized
中确认内购系统已成功初始化。在ProcessPurchase
中根据购买的产品ID更新玩家的金币数量。 -
错误处理:实现
OnInitializeFailed
和OnPurchaseFailed
方法,以便在初始化或购买失败时进行日志记录和处理。 -
更新UI:通过
UpdateUI
方法更新显示玩家当前的金币数量,确保界面与数据保持同步。
原文地址:https://blog.csdn.net/tealcwu/article/details/142862895
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