public static bool IsRestoringNeeded() { FGLEnhance.InitializeEnhance(); #if UNITY_EDITOR return(FGLEditorInternals.IsRestoringNeeded()); #elif UNITY_ANDROID return(FGLAndroidInternals.IsRestoringNeeded()); #elif UNITY_IOS return(FGLiOSInternals.IsRestoringNeeded()); #else return(false); #endif }
public static void RestorePurchases(Action onRestoreSuccessCallback, Action onRestoreFailedCallback) { if (GameObject.Find(FGLEnhance_Callbacks.CallbackObjectName) == null) { string newName = "__FGLEnhance_Callback_" + UnityEngine.Random.Range(0, int.MaxValue); GameObject callbackObject = new GameObject(newName); callbackObject.AddComponent <FGLEnhance_Callbacks>(); } FGLEnhance_Callbacks.OnRestoreSuccessCallback = onRestoreSuccessCallback; FGLEnhance_Callbacks.OnRestoreFailedCallback = onRestoreFailedCallback; FGLEnhance.InitializeEnhance(); #if UNITY_EDITOR FGLEditorInternals.RestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #elif UNITY_ANDROID FGLAndroidInternals.RestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #elif UNITY_IOS FGLiOSInternals.ManuallyRestorePurchases(FGLEnhance_Callbacks.CallbackObjectName); #endif }