Ejemplo n.º 1
0
 private void handleGameLevelUpdated(IAPGameLevel obj)
 {
     if (obj.uid == this.uid)
     {
         UpdateGameLevelTemplate(obj, level);
     }
 }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     if (targetType == IAPType.InAppPurchase)
     {
         IAPPackage obj = IAPInventoryManager.GetPackage(uid);
         if (obj != null)
         {
             handlePackageUpdated(obj);
             IAPInventoryManager.OnIAPInitialized += handleOnIAPInitialized;
         }
     }
     else if (targetType == IAPType.Currency)
     {
         IAPCurrency obj = IAPInventoryManager.GetCurrency(uid);
         if (obj != null)
         {
             int result = 0;
             if (textType == IAPTextType.price)
             {
                 result = obj.price;
             }
             else if (textType == IAPTextType.amount)
             {
                 result = obj.amount;
             }
             _lastNumber = result;
             handleCurrencyUpdated(obj);
             IAPInventoryManager.OnCurrencyUpdated += handleCurrencyUpdated;
         }
     }
     else if (targetType == IAPType.Inventory)
     {
         IAPInventory obj = IAPInventoryManager.GetInventory(uid);
         if (obj != null)
         {
             handleInventoryUpdated(obj);
             IAPInventoryManager.OnInventoryUpdated += handleInventoryUpdated;
         }
     }
     else if (targetType == IAPType.Ability)
     {
         IAPAbility obj = IAPInventoryManager.GetAbility(uid);
         if (obj != null)
         {
             handleAbilityUpdated(obj);
             IAPInventoryManager.OnAbilityUpdated += handleAbilityUpdated;
         }
     }
     else if (targetType == IAPType.GameLevel)
     {
         IAPGameLevel obj = IAPInventoryManager.GetGameLevel(uid);
         if (obj != null)
         {
             UpdateGameLevelTemplate(obj, 0);
         }
     }
 }
Ejemplo n.º 3
0
 public void GotoSubLevel(IAPGameLevel level, int index)
 {
     Debug.Log(level.levels[index].locked);
     if (level.levels[index].locked)
     {
         // Do somthing if locked
     }
     else
     {
         GotoGame("Demo_Game_Play");
     }
 }
Ejemplo n.º 4
0
        protected void UpdateGameLevelTemplate(IAPGameLevel obj, int subLevelIndex)
        {
            if (obj != null && obj.levels != null && subLevelIndex < obj.levels.Count)
            {
                IAPGameSubLevel lv = obj.levels[subLevelIndex];
                // Update images
                Image[] imgs = gameObject.GetComponentsInChildren <Image>();
                foreach (Image img in imgs)
                {
                    if (img.gameObject == gameObject || img.name == "icon")
                    {
                        // check if level locked
                        bool islocked = false;
                        if (obj.isLocked())
                        {
                            islocked = (obj.GetPropertyValue("locked", subLevelIndex) > 0);
                        }
                        if (islocked)
                        {
                            if (obj.lockedIcon != null)
                            {
                                img.sprite = obj.lockedIcon;
                            }
                        }
                        else
                        {
                            if (obj.icon != null)
                            {
                                img.sprite = obj.icon;
                            }
                        }
                    }
                    else if (img.name == "currency_icon")
                    {
                        IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
                        if (currency != null && currency.icon != null)
                        {
                            img.sprite = currency.icon;
                        }
                    }
                    else if (img.name == "level")
                    {
                        if (lv != null && lv.icon != null)
                        {
                            img.sprite = lv.icon;
                        }
                    }
                }

                // Update Property Image
                IAPPropertyImage[] propImgs = gameObject.GetComponentsInChildren <IAPPropertyImage>();
                foreach (IAPPropertyImage propImg in propImgs)
                {
                    propImg.level = subLevelIndex;
                    propImg.obj   = obj;
                    propImg.UpdateImage();
                }

                // Update text
                Text[] txts = gameObject.GetComponentsInChildren <Text>();
                foreach (Text txt in txts)
                {
                    string name = txt.name.ToLower();
                    if (name == "level")
                    {
                        txt.text = (subLevelIndex + 1).ToString();
                    }
                    else
                    {
                        UpdateTextWithObject(txt, obj, name);
                    }
                }
            }
        }
Ejemplo n.º 5
0
        // Use this for initialization
        void Start()
        {
            // hide the background
            Image background = gameObject.GetComponent <Image>();

            if (background != null)
            {
                background.enabled = false;
            }

            // Add item to viewport content
//			if(searchTag != null && searchTag != "")
//			if(searchTag != 0)
//			{
            if (itemType == IAPType.Inventory)
            {
                List <IAPInventory> inventoryList = IAPInventoryManager.GetInventoryListByTags(searchTag);

                if (inventoryList != null && itemTemplate != null)
                {
                    DoLayout(inventoryList.Count);
                    foreach (IAPInventory inventory in inventoryList)
                    {
                        GameObject  obj = Instantiate(itemTemplate);
                        IAPTemplate btn = obj.GetComponent <IAPTemplate>();
                        if (btn == null)
                        {
                            btn = obj.AddComponent <IAPTemplate>();
                        }

                        btn.targetType       = IAPType.Inventory;
                        btn.uid              = inventory.uid;
                        btn.useConfirmDialog = useConfirmDialog;
                        obj.transform.SetParent(_listView.transform);
                        obj.transform.localScale = new Vector3(1, 1, 1);
                    }
                }
            }
            else if (itemType == IAPType.InAppPurchase)
            {
                List <IAPPackage> packageList = IAPInventoryManager.GetPackageListByTags(searchTag);

                if (packageList != null && itemTemplate != null)
                {
                    DoLayout(packageList.Count);
                    foreach (IAPPackage package in packageList)
                    {
//							Debug.Log("package " + package.uid + " type: ");
                        GameObject  obj = Instantiate(itemTemplate);
                        IAPTemplate btn = obj.GetComponent <IAPTemplate>();
                        if (btn == null)
                        {
                            btn = obj.AddComponent <IAPTemplate>();
                        }

                        btn.targetType       = IAPType.InAppPurchase;
                        btn.uid              = package.uid;
                        btn.useConfirmDialog = useConfirmDialog;
                        obj.transform.SetParent(_listView.transform);
                        obj.transform.localScale = new Vector3(1, 1, 1);
                    }
                }
            }
            else if (itemType == IAPType.Ability)
            {
                List <IAPAbility> abilityList = IAPInventoryManager.GetAbilityListByTags(searchTag);
//					Debug.Log("abilityList: " + abilityList + " count : " + abilityList.Count);
                if (abilityList != null && itemTemplate != null)
                {
                    DoLayout(abilityList.Count);
                    foreach (IAPAbility ability in abilityList)
                    {
                        GameObject  obj = Instantiate(itemTemplate);
                        IAPTemplate btn = obj.GetComponent <IAPTemplate>();
                        if (btn == null)
                        {
                            btn = obj.AddComponent <IAPTemplate>();
                        }

                        btn.targetType       = IAPType.Ability;
                        btn.uid              = ability.uid;
                        btn.useConfirmDialog = useConfirmDialog;
                        obj.transform.SetParent(_listView.transform);
                        obj.transform.localScale = new Vector3(1, 1, 1);
                    }
                }
            }
            else if (itemType == IAPType.GameLevel)
            {
                IAPGameLevel gameLevel = IAPInventoryManager.GetGameLevel(uid);
                Debug.Log("GameLevel " + uid);
                if (gameLevel != null && itemTemplate != null)
                {
                    Debug.Log("GameLevel " + gameLevel.levels.Count);
                    DoLayout(gameLevel.levels.Count);
                    for (int i = 0; i < gameLevel.levels.Count; i++)
                    {
                        GameObject  obj = Instantiate(itemTemplate);
                        IAPTemplate btn = obj.GetComponent <IAPTemplate>();
                        if (btn == null)
                        {
                            btn = obj.AddComponent <IAPTemplate>();
                        }

                        btn.targetType       = IAPType.GameLevel;
                        btn.uid              = gameLevel.uid;
                        btn.level            = i;
                        btn.useConfirmDialog = useConfirmDialog;
                        obj.transform.SetParent(_listView.transform);
                        obj.transform.localScale = new Vector3(1, 1, 1);

                        // Add Events
                        IAPUIUtility.AddButtonCallback(obj, (GameObject go) => {
                            IAPGameSubLevel lv = gameLevel.levels[btn.level];
                            bool islocked      = false;
                            islocked           = (gameLevel.GetPropertyValue("locked", btn.level) > 0);
                            Debug.LogFormat("Lock {0}", islocked);
                            // if(gameLevel.isLocked()){
                            islocked = (gameLevel.GetPropertyValue("locked", btn.level) > 0);
                            // }
                            lv.locked = islocked;
                            // if(islocked&&lv.price>0){

                            // } else {
                            if (OnGameLevelSelect != null)
                            {
                                OnGameLevelSelect.Invoke(gameLevel, btn.level);
                            }
                            // }
                        }, "self,select_button");
                    }
                }
            }
//			}
        }
Ejemplo n.º 6
0
 private void handleOnGameLevelUpdated(IAPGameLevel gamelevel)
 {
     OnGameLevelUpdated.Invoke(gamelevel);
 }
        /// <summary>
        /// Create the IAPInventoryManager instance. Call this before using any method.
        /// </summary>
        /// <param name="settings">Settings.</param>
        public static IAPInventoryManager Create(IAPSettings settings)
        {
            // Create instance of the IAPManager
            if (_instance == null)
            {
                // Check if settings valid
                if (settings != null)
                {
                    _packageSettings = settings.packageList;
                    _uiSettings      = settings.uiSettings;
                    _advancedSetting = settings.advancedSettings;

                    // Create datastore
                    switch (settings.databaseSettings.datastoreType)
                    {
                    case IAPDatastoreType.PlayerPref:
                        _datastore = new IAPPlayerPrefDatastore(settings.databaseSettings.playerPrefPrefix);
                        break;

                    case IAPDatastoreType.TextFile:
                        _datastore = new IAPTextFileDatastore(settings.databaseSettings.datastorePath);
                        break;

                    case IAPDatastoreType.XORBinaryFile:
                        _datastore = new IAPBinaryFileDatastore(settings.databaseSettings.datastorePath);
                        break;

                    case IAPDatastoreType.AESEncryptedFile:
                        string hash = settings.databaseSettings.cryptoHash;
                        string salt = SystemInfo.deviceUniqueIdentifier.Substring(0, 8);
                        string key  = PlayerPrefs.GetString("RANDOM_KEY");
                        if (string.IsNullOrEmpty(key))
                        {
                            key = IAPDatastore.Md5(DateTime.Now.ToString()).Substring(0, 16);
                            PlayerPrefs.SetString("RANDOM_KEY", key);
                        }
                        _datastore = new IAPEncryptedFileDatastore(settings.databaseSettings.datastorePath, hash, key, salt);

                        break;
                    }
                    _datastore.Build();


                    // Read the data from database
                    Dictionary <string, IAPObjectData> currencyListData  = _datastore.GetGroup("currencyList");
                    Dictionary <string, IAPObjectData> abilityListData   = _datastore.GetGroup("abilityList");
                    Dictionary <string, IAPObjectData> inventoryListData = _datastore.GetGroup("inventoryList");
                    Dictionary <string, IAPObjectData> packageListData   = _datastore.GetGroup("inventoryList");
                    Dictionary <string, IAPObjectData> gameListData      = _datastore.GetGroup("gameList");

                    // Create the object context list
                    _currencyIndex  = new Dictionary <string, IAPCurrency>();
                    _inventoryIndex = new Dictionary <string, IAPInventory>();
                    _abilityIndex   = new Dictionary <string, IAPAbility>();
                    _packageIndex   = new Dictionary <string, IAPPackage>();
                    _gameIndex      = new Dictionary <string, IAPGameLevel>();

                    _inventoryTagDictionary = new Dictionary <string, List <IAPInventory> >();
                    _abilityTagDictionary   = new Dictionary <string, List <IAPAbility> >();
                    _packageTagDictionary   = new Dictionary <string, List <IAPPackage> >();
                    _tags = settings.tagList;

                    // check if need to save
                    bool needSave = false;
                    // Tags
                    if (settings.tagList != null)
                    {
                        // Loop the settings and fill in the list
                        foreach (string s in IAPSettings.DefaultTag)
                        {
                            _inventoryTagDictionary.Add(s, new List <IAPInventory>());
                            _packageTagDictionary.Add(s, new List <IAPPackage>());
                            _abilityTagDictionary.Add(s, new List <IAPAbility>());
                        }
                    }

                    // Check if currency list and inventory list valid
                    if (settings.currencyList != null)
                    {
                        // Loop the settings and fill in the list
                        foreach (IAPCurrencySetting s in settings.currencyList)
                        {
                            if (_currencyIndex.ContainsKey(s.uid))
                            {
                                Log("Currency identify [" + s.uid + "] already exisit");
                            }
                            else
                            {
                                IAPCurrency currency;

                                // check if have saved data
                                if (currencyListData.ContainsKey(s.uid))
                                {
                                    currency = new IAPCurrency(s.uid, s, currencyListData[s.uid], handleCurrencySave, handleCurrencyNotEnough);
                                }
                                else
                                {
                                    // No saved data
                                    IAPObjectData d = s.data;
                                    currency = new IAPCurrency(s.uid, s, d, handleCurrencySave, handleCurrencyNotEnough);
                                    currencyListData.Add(s.uid, d);
                                    needSave = true;
                                }
                                _currencyIndex.Add(s.uid, currency);
                            }
                        }
                    }
                    // Check if ability list and inventory list valid
                    if (settings.abilityList != null)
                    {
                        // Loop the settings and fill in the list
                        foreach (IAPAbilitySetting s in settings.abilityList)
                        {
                            if (_abilityIndex.ContainsKey(s.uid))
                            {
                                Log("Currency identify [" + s.uid + "] already exisit");
                            }
                            else
                            {
                                IAPAbility ability;
//								Debug.Log("ability "+s.data);
                                // check if have saved data
                                if (abilityListData.ContainsKey(s.uid))
                                {
                                    ability = new IAPAbility(s.uid, s, abilityListData[s.uid], handleAbilitySave);
                                }
                                else
                                {
                                    IAPObjectData d = s.data;
                                    ability = new IAPAbility(s.uid, s, d, handleAbilitySave);
                                    abilityListData.Add(s.uid, d);
                                    needSave = true;
                                }

                                // Fill the tags
                                for (int i = 0; i < _tags.Count; i++)
                                {
                                    string tag = _tags[i];
                                    if (tag == "Ability")
                                    {
                                        ability.tags = ability.tags | 4;
                                        _abilityTagDictionary[tag].Add(ability);
                                    }
                                    else
                                    {
                                        int index = 1 << i;
                                        if ((index & s.tags) > 0)
                                        {
                                            if (!_abilityTagDictionary.ContainsKey(tag))
                                            {
                                                _abilityTagDictionary.Add(tag, new List <IAPAbility>());
                                            }
                                            _abilityTagDictionary[tag].Add(ability);
                                        }
                                    }
                                }

                                _abilityIndex.Add(s.uid, ability);
                            }
                        }
                    }
                    // Check if inventory list and inventory list valid
                    if (settings.inventoryList != null)
                    {
                        foreach (IAPInventorySetting s in settings.inventoryList)
                        {
                            if (_inventoryIndex.ContainsKey(s.uid))
                            {
                                Log("inventory identify [" + s.uid + "] already exisit");
                            }
                            else
                            {
                                IAPInventory inventory;
                                if (inventoryListData.ContainsKey(s.uid))
                                {
                                    inventory = new IAPInventory(s.uid, s, inventoryListData[s.uid], handleInventorySave);
                                }
                                else
                                {
                                    IAPObjectData d = s.data;
                                    inventory = new IAPInventory(s.uid, s, d, handleInventorySave);
                                    inventoryListData.Add(s.uid, d);
                                    needSave = true;
                                }
                                // Fill the tags
                                for (int i = 0; i < _tags.Count; i++)
                                {
                                    string tag   = _tags[i];
                                    int    index = 1 << i;
                                    if ((index & s.tags) > 0)
                                    {
                                        if (!_inventoryTagDictionary.ContainsKey(tag))
                                        {
                                            _inventoryTagDictionary.Add(tag, new List <IAPInventory>());
                                        }
                                        _inventoryTagDictionary[tag].Add(inventory);
                                    }
                                }

                                _inventoryIndex.Add(s.uid, inventory);
                            }
                        }
                    }

                    // Check if game list and inventory list valid
                    if (settings.gameList != null)
                    {
                        // Loop the settings and fill in the list
                        foreach (IAPGameLevelSetting s in settings.gameList)
                        {
                            if (_gameIndex.ContainsKey(s.uid))
                            {
                                Log("Game identify [" + s.uid + "] already exisit");
                            }
                            else
                            {
                                IAPGameLevel game;
                                //								Debug.LogFormat("Game {0}",s.uid);
                                // check if have saved data
                                if (gameListData.ContainsKey(s.uid))
                                {
                                    game = new IAPGameLevel(s.uid, s, gameListData[s.uid], handleGameLevelSave);
                                }
                                else
                                {
                                    IAPObjectData d = s.data;
                                    game = new IAPGameLevel(s.uid, s, d, handleGameLevelSave);
                                    gameListData.Add(s.uid, d);
                                    needSave = true;
                                }

                                _gameIndex.Add(s.uid, game);
                            }
                        }
                    }

                    // Check if package list valid
                    if (settings.packageList != null)
                    {
                        foreach (IAPPackageSetting s in settings.packageList)
                        {
                            if (_packageIndex.ContainsKey(s.productId))
                            {
                                Log("Product ID [" + s.productId + "] already exisit");
                            }
                            else
                            {
                                IAPPackage package;
                                if (packageListData.ContainsKey(s.productId))
                                {
                                    package = new IAPPackage(s.productId, s, packageListData[s.productId], handlePackageSave);
                                }
                                else
                                {
                                    IAPObjectData d = s.data;
                                    package = new IAPPackage(s.productId, s, d, handlePackageSave);
                                    inventoryListData.Add(s.productId, d);
                                    needSave = true;
                                }

                                _packageIndex.Add(s.productId, package);
                                // Fill the tags
                                for (int i = 0; i < _tags.Count; i++)
                                {
                                    string tag = _tags[i];
                                    if (tag == "IAP")
                                    {
                                        package.tags = package.tags | 1;
                                        _packageTagDictionary[tag].Add(package);
                                    }
                                    else if (tag == "IAP_Fetch" && package.fetchFromStore)
                                    {
                                        package.tags = package.tags | 2;
                                        _packageTagDictionary[tag].Add(package);
                                    }
                                    else
                                    {
                                        int index = 1 << i;
                                        if ((index & s.tags) > 0)
                                        {
                                            if (!_packageTagDictionary.ContainsKey(tag))
                                            {
                                                _packageTagDictionary.Add(tag, new List <IAPPackage>());
                                            }
                                            _packageTagDictionary[tag].Add(package);
                                        }
                                    }
                                }
                            }
                        }
                    }

                    // Create instance
                    _instance = new IAPInventoryManager();

                    // Save change
                    if (needSave)
                    {
                        Save();
                    }
                }

                return(null);
            }

            return(_instance);
        }
Ejemplo n.º 8
0
        // Use this for initialization
        void Start()
        {
            if (uid != null)
            {
                // Purchase button action
                System.Action <GameObject> purchaseButtonCallback = null;

                //
                if (targetType == IAPType.Currency)
                {
                    IAPCurrency obj = IAPInventoryManager.GetCurrency(uid);

                    if (obj != null)
                    {
                        UpdateTemplate(obj);
                        IAPInventoryManager.OnCurrencyUpdated += handleCurrencyUpdated;
                        purchaseButtonCallback = (GameObject go) => {
                            handleButtonCallback(obj);
                        };
                    }
                }
                else if (targetType == IAPType.Inventory)
                {
                    IAPInventory obj = IAPInventoryManager.GetInventory(uid);

                    if (obj != null)
                    {
                        Debug.Log("UpdateTemplate " + obj.uid);
                        UpdateTemplate(obj);

                        IAPInventoryManager.OnInventoryUpdated += handleInventoryUpdated;
                        // Debug.Log("obj.available: " + obj.available);
                        // Check if inventory available
                        // if(obj.available==0){
                        //  IAPUIUtility.SetButtonActive(false,gameObject,"purchase_button");
                        // } else {
                        purchaseButtonCallback = (GameObject go) => {
                            // Debug.Log("213123");
                            handleButtonCallback(obj);
                        };
                        // }
                    }
                }
                else if (targetType == IAPType.Ability)
                {
                    IAPAbility obj = IAPInventoryManager.GetAbility(uid);

                    if (obj != null)
                    {
                        UpdateTemplate(obj);

                        IAPInventoryManager.OnAbilityUpdated += handleAbilityUpdated;
                        IAPAbility ability = (obj as IAPAbility);
                        if (ability.level < ability.levels.Count - 1)
                        {
                            // Get the currency
                            IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
                            purchaseButtonCallback = (GameObject go) => {
                                if (useConfirmDialog)
                                {
                                    if (currency != null)
                                    {
                                        // Construct confirm msg
                                        IAPAbilityLevel lv  = ability.GetCurrentLevel();
                                        string          msg = IAPInventoryManager.uiSettings.abilityConfirmString.Replace("%title%", obj.title);
                                        msg = msg.Replace("%description%", lv.description.ToString());
                                        msg = msg.Replace("%price%", lv.price.ToString());
                                        msg = msg.Replace("%currency_title%", currency.title);
                                        msg = msg.Replace("%currency_description%", currency.description);
                                        // Show confirm diaglog
                                        IAPInventoryManager.ShowConfirmDialog(msg,
                                                                              delegate(IAPDialog diag){
                                            ability.Upgrade();
                                        }
                                                                              );
                                    }
                                }
                                else
                                {
                                    // Purchase the package
                                    ability.Upgrade();
                                }
                            };
                        }
                        else
                        {
                            // Disable the button
                            IAPUIUtility.SetButtonEnabled(gameObject, false);
                        }
                    }
                }
                else if (targetType == IAPType.InAppPurchase)
                {
                    IAPPackage obj = IAPInventoryManager.GetPackage(uid);

                    if (obj != null)
                    {
                        // UpdateTemplate(obj);

                        // if((obj.productType==IAPProductType.NonConsumable || obj.productType==IAPProductType.Subscription) && obj.amount>0)
                        // {
                        //  IAPUIUtility.SetButtonEnabled(gameObject,false,"purchase_button");

                        // } else {

                        if (obj.fetchFromStore)
                        {
                            // For Real Money IAP

                            IAPInventoryManager.OnIAPInitialized += handleOnIAPInitialized;

                            // Check if IAP initialized
                            if (IAPManager.IsInitialized())
                            {
                                Debug.LogFormat("uid: {0} type: {1}  amount: {2}", uid, obj.productType, obj.amount);

                                if ((obj.productType == IAPProductType.NonConsumable || obj.productType == IAPProductType.Subscription) && obj.amount > 0)
                                {
                                    IAPUIUtility.SetButtonEnabled(gameObject, false, "purchase_button");
                                }
                                else
                                {
                                    purchaseButtonCallback = (GameObject go) => {
                                        IAPUIUtility.SetButtonEnabled(gameObject, false, "purchase_button");
                                        obj.Purchase(handlePackageUpdated);
                                    };
                                }
                            }
                            else
                            {
                                IAPUIUtility.SetButtonEnabled(gameObject, false, "purchase_button");
                                IAPInventoryManager.InitIAPManager();
                            }
                        }
                        else
                        {
                            // For Virtual Currency IAP

                            purchaseButtonCallback = (GameObject go) => {
                                if (useConfirmDialog)
                                {
                                    // Construct confirm msg
                                    IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
                                    if (currency != null)
                                    {
                                        string msg = IAPInventoryManager.uiSettings.iapConfirmString.Replace("%title%", obj.title);
                                        msg = msg.Replace("%description%", obj.description);
                                        msg = msg.Replace("%price%", obj.price.ToString());
                                        msg = msg.Replace("%currency_title%", currency.title);
                                        msg = msg.Replace("%currency_description%", currency.description);
                                        // Show confirm diaglog
                                        IAPInventoryManager.ShowConfirmDialog(msg,
                                                                              delegate(IAPDialog diag){
                                            // Purchase the package
                                            obj.Purchase();
                                        }
                                                                              );
                                    }
                                }
                                else
                                {
                                    // Purchase the package
                                    obj.Purchase();
                                }
                            };
                        }
                        // }

                        UpdateTemplate(obj);
                    }
                }
                else if (targetType == IAPType.GameLevel && level != -1)
                {
                    IAPGameLevel obj = IAPInventoryManager.GetGameLevel(uid);
                    IAPInventoryManager.OnGameLevelUpdated += handleGameLevelUpdated;

                    if (obj != null)
                    {
                        UpdateGameLevelTemplate(obj, level);

                        // IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
// Debug.LogFormat("obj {0}",level);

                        // purchaseButtonCallback=(GameObject go)=>{
                        IAPUIUtility.AddButtonCallback(gameObject, (GameObject go) => {
                            IAPGameSubLevel subLevel = obj.levels[level];
                            bool islocked            = (obj.GetPropertyValue("locked", level) > 0);
                            // Debug.LogFormat("obj {0} {1} {2}", level, useConfirmDialog, obj.currency);

                            // Check if price valid and
                            if (subLevel.price > 0 && islocked)
                            {
                                if (useConfirmDialog)
                                {
                                    // Construct confirm msg
                                    IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
                                    if (currency != null)
                                    {
                                        string msg = IAPInventoryManager.uiSettings.iapConfirmString.Replace("%title%", obj.title);
                                        msg        = msg.Replace("%description%", obj.description + " Level " + level.ToString());
                                        msg        = msg.Replace("%price%", subLevel.price.ToString());
                                        msg        = msg.Replace("%currency_title%", currency.title);
                                        msg        = msg.Replace("%currency_description%", currency.description);
                                        // Show confirm diaglog
                                        IAPInventoryManager.ShowConfirmDialog(msg,
                                                                              delegate(IAPDialog diag){
                                            // Check if enough currency
                                            if (currency != null && currency.Consume(subLevel.price))
                                            {
                                                // obj.SetPropertyValue("locked",level,1);
                                                obj.UnlockLevel(level);
                                            }
                                        }
                                                                              );
                                    }
                                }
                                else
                                {
                                    // Get the currency
                                    IAPCurrency currency = IAPInventoryManager.GetCurrency(obj.currency);
                                    // Check if enough currency
                                    if (currency != null && currency.Consume(subLevel.price))
                                    {
                                        obj.UnlockLevel(level);
                                    }
                                }
                            }
                        }, "self,select_button");
                    }
                }

                // Add the button callback to purchase_button
                if (purchaseButtonCallback != null)
                {
                    IAPUIUtility.AddButtonCallback(gameObject, purchaseButtonCallback, "purchase_button");
                }
            }
        }