/// <summary> /// Overload for purchasing virtual product based on its product identifier. /// </summary> public static void PurchaseProduct(IAPObject obj) { string productId = obj.id; //product is set to already owned, do nothing if (DBManager.isPurchased(productId)) { OnPurchaseFailed("Product already purchased."); return; } //check whether the player has enough funds bool didSucceed = DBManager.VerifyVirtualPurchase(obj); if (isDebug) { Debug.Log("Purchasing virtual product " + productId + ", result: " + didSucceed); } //on success, non-consumables are saved to the database. This automatically //saves the new substracted fund value, then and fire the succeeded event if (didSucceed) { if (obj.type != ProductType.Consumable) { DBManager.SetToPurchased(productId); } purchaseSucceededEvent(productId); } else { OnPurchaseFailed("Insufficient funds."); } }
// set product to purchased after successful verification (or without) // Consumable IAPs must be consumed // For non consumable IAPs or subscriptions, alter database entry private void PurchaseVerified(string id) { if (!IAPObjects.ContainsKey(id)) { return; } IAPObject obj = IAPObjects[id]; if (obj.type == IAPType.consumable) { OpenIAB.consumeProduct(inventory.GetPurchase(obj.GetIdentifier())); //local id return; } //don't continue if the product is already purchased, //for example if we just want to verify an existing product again if (DBManager.isPurchased(id)) { return; } if (obj.type == IAPType.nonConsumable || obj.type == IAPType.subscription) { DBManager.SetToPurchased(id); } purchaseSucceededEvent(id); }
/// <summary> /// this method checks user's funds for a virtual purchase /// and if they met the requirements, substracts funds /// </summary> public static bool VerifyVirtualPurchase(IAPObject obj) { //get a list of all currencies to check against Dictionary <string, int> curs = GetAllCurrencies(); //loop over currencies and check each amount //if the player does not have enough funds, return false for (int i = 0; i < obj.virtualPrice.Count; i++) { IAPCurrency cur = obj.virtualPrice[i]; if (curs.ContainsKey(cur.name) && cur.amount > curs[cur.name]) { return(false); } } //the player has enough funds, //get location string string loc = instance.currency; //loop over each currency //and substract price for this item for (int i = 0; i < obj.virtualPrice.Count; i++) { IAPCurrency cur = obj.virtualPrice[i]; if (curs.ContainsKey(cur.name)) { instance.gameData[loc][cur.name].AsInt -= cur.amount; } } //verification succeeded return(true); }
/// <summary> /// Initialize the instance using the specified IStoreCallback. /// </summary> public void Initialize(IStoreCallback callback) { this.callback = callback; IOSInAppPurchaseManager.OnStoreKitInitComplete += OnProductsRetrieved; IOSInAppPurchaseManager.OnTransactionComplete += OnPurchaseSucceeded; #if !UNITY_EDITOR if (!IOSInAppPurchaseManager.Instance.IsInAppPurchasesEnabled) { OnSetupFailed("Apple App Store billing is disabled."); return; } #endif definitions = IAPManager.GetProductDefinitions(); IOSNativeSettings.Instance.InAppProducts.Clear(); for (int i = 0; i < definitions.Length; i++) { IOSInAppPurchaseManager.Instance.AddProductId(definitions[i].storeSpecificId); #if UNITY_EDITOR IAPObject obj = IAPManager.GetIAPObject(definitions[i].id); IOSNativeSettings.Instance.InAppProducts[i].DisplayName = obj.title; IOSNativeSettings.Instance.InAppProducts[i].Description = obj.description; IOSNativeSettings.Instance.InAppProducts[i].LocalizedPrice = obj.realPrice; #endif } IOSInAppPurchaseManager.Instance.LoadStore(); }
/// <summary> /// Initialize the instance using the specified IStoreCallback. /// </summary> public virtual void Initialize(IStoreCallback callback) { this.callback = callback; AndroidInAppPurchaseManager.ActionBillingSetupFinished += OnInitialized; AndroidInAppPurchaseManager.ActionRetrieveProducsFinished += OnProductsRetrieved; AndroidInAppPurchaseManager.ActionProductPurchased += OnPurchaseSucceeded; AndroidInAppPurchaseManager.ActionProductConsumed += OnTransactionFinished; if (!AndroidNativeSettings.Instance.IsBase64KeyWasReplaced) { Debug.LogWarning("Google Store Public Key missing in Android Native Settings. " + "Purchases for real money won't be supported on the device."); } definitions = IAPManager.GetProductDefinitions(); AndroidNativeSettings.Instance.InAppProducts.Clear(); for (int i = 0; i < definitions.Length; i++) { AndroidInAppPurchaseManager.Client.AddProduct(definitions[i].storeSpecificId); #if UNITY_EDITOR IAPObject obj = IAPManager.GetIAPObject(definitions[i].id); AndroidNativeSettings.Instance.InAppProducts[i].Title = obj.title; AndroidNativeSettings.Instance.InAppProducts[i].Description = obj.description; AndroidNativeSettings.Instance.InAppProducts[i].LocalizedPrice = obj.realPrice; #endif } AndroidInAppPurchaseManager.Client.Connect(); }
/// <summary> /// Purchase overload for virtual products, as they differ in their workflow on PlayFab. /// Also the virtual currency funds are checked locally before forwarding the request to PlayFab. /// </summary> public void Purchase(IAPObject obj) { int curIndex = 0; for (int i = 0; i < obj.virtualPrice.Count; i++) { if (obj.virtualPrice[i].amount != 0) { curIndex = i; break; } } //local check before doing the request if (DBManager.GetFunds(obj.virtualPrice[curIndex].name) < obj.virtualPrice[curIndex].amount) { IAPManager.OnPurchaseFailed("Insufficient Funds."); return; } PurchaseItemRequest request = new PurchaseItemRequest() { ItemId = obj.id, VirtualCurrency = obj.virtualPrice[curIndex].name.Substring(0, 2).ToUpper(), Price = obj.virtualPrice[curIndex].amount }; PlayFabClientAPI.PurchaseItem(request, OnPurchaseSucceeded, OnVirtualPurchaseFailed); }
// set product to purchased after successful verification (or without) // For non consumable IAPs or subscriptions, alter database entry public void PurchaseVerified(string id) { if (!IAPObjects.ContainsKey(id)) { id = GetIAPIdentifier(id); } if (!IAPObjects.ContainsKey(id)) { return; } IAPObject obj = IAPObjects[id]; //don't continue if the product is already purchased, //for example if we just want to verify an existing product again if (DBManager.isPurchased(id)) { return; } if (obj.type != ProductType.Consumable) { DBManager.SetToPurchased(id); } purchaseSucceededEvent(id); }
/// <summary> /// Purchase product based on its product id. /// If the productId matches "restore", we restore transactions instead. /// Our delegates then fire the appropriate succeeded/fail/restore event. /// </summary> public static void PurchaseProduct(string productId) { if (productId == "restore") { RestoreTransactions(); } else { IAPObject obj = GetIAPObject(productId); if (obj == null) { if (isDebug) { Debug.LogError("Product " + productId + " not found in IAP Settings."); } return; } //distinguish between virtual and real products if (obj.isVirtual) { PurchaseProduct(obj); } else { controller.InitiatePurchase(controller.products.WithID(productId)); } } }
/// <summary> /// Set this item to 'purchased' state (true), or unpurchased state (false) for fake purchases. /// </summary> public void Purchased(bool state) { //in case we restored an old purchase on a //locked item, we have to unlock it first Unlock(); //back to unpurchased state, deselect if (!state) { Deselect(); } //activate the select button else if (selectButton) { selectButton.SetActive(state); } //initialize variables for a product with upgrades IAPObject obj = IAPManager.GetIAPObject(productId); bool hasUpgrade = false; string nextUpgrade = obj.req.nextId; //in case this good has upgrades, here we find the next upgrade //and replace displayed item data in the store with its upgrade details if (!string.IsNullOrEmpty(nextUpgrade)) { hasUpgrade = true; Init(IAPManager.GetIAPObject(nextUpgrade)); } //take upgrade state into account if (state && hasUpgrade) { state = !hasUpgrade; } //activate the sold gameobject if (sold) { sold.SetActive(state); } //hide both buy trigger and buy button, for ignoring further purchase clicks. //but don't do that for subscriptions, so that the user could easily renew it if ((int)obj.type > 1) { return; } if (buyTrigger) { buyTrigger.SetActive(!state); buyButton.SetActive(false); } else { buyButton.SetActive(!state); } }
// Construct IAP product data with their App Store identifiers private void RequestProductData(ConfigurationBuilder builder) { for (int i = 0; i < realIDs.Length; i++) { IAPObject obj = GetIAPObject(realIDs[i]); builder.AddProduct(obj.id, obj.type, obj.GetIDs()); } }
//method for remote catalog config //converts a (downloaded) config string for virtual products into JSON nodes and overwrites //existing IAP objects with new properties, after doing a null reference check for empty nodes. private void ApplyCatalogItem(string id, CatalogItem item) { IAPObject obj = IAPManager.GetIAPObject(id); if (!obj.fetch) { return; } switch (obj.editorType) { case IAPType.Currency: foreach (string curKey in item.Bundle.BundledVirtualCurrencies.Keys) { IAPCurrency cur = obj.virtualPrice.Find(x => x.name.StartsWith(curKey, System.StringComparison.OrdinalIgnoreCase)); if (cur != null) { cur.amount = (int)item.Bundle.BundledVirtualCurrencies[curKey]; } } break; case IAPType.Virtual: foreach (string curKey in item.VirtualCurrencyPrices.Keys) { IAPCurrency cur = obj.virtualPrice.Find(x => x.name.StartsWith(curKey, System.StringComparison.OrdinalIgnoreCase)); if (cur != null) { cur.amount = (int)item.VirtualCurrencyPrices[curKey]; } } break; } if (!string.IsNullOrEmpty(item.CustomData)) { JSONNode data = JSON.Parse(item.CustomData); if (!string.IsNullOrEmpty(data["requirement"].ToString())) { data = data["requirement"]; if (!string.IsNullOrEmpty(data["entry"])) { obj.req.entry = data["entry"]; } if (!string.IsNullOrEmpty(data["labelText"])) { obj.req.labelText = data["labelText"]; } if (!string.IsNullOrEmpty(data["target"])) { obj.req.target = data["target"].AsInt; } } } }
/// <summary> /// Sets a product to purchased after successful verification (or without). /// This alters the database entry for non-consumable or products with usage as well. /// </summary> public void PurchaseVerified(string id) { if (!IAPObjects.ContainsKey(id)) { id = GetIAPIdentifier(id); } if (!IAPObjects.ContainsKey(id)) { return; } IAPObject obj = IAPObjects[id]; switch (obj.editorType) { case IAPType.Currency: foreach (IAPCurrency cur in obj.virtualPrice) { DBManager.IncreaseFunds(cur.name, cur.amount); } break; default: //for consumables, add the defined usage count to tracking in player data //on non-consumables, don't continue if the product is already purchased, //for example if we just want to verify an existing product again switch (obj.type) { case ProductType.Consumable: if (obj.usageCount > 0) { DBManager.IncreasePlayerData(id, obj.usageCount); //update server player data #if PLAYFAB && !PLAYFAB_VALIDATION PlayfabManager.SetPlayerData(); #endif } break; default: if (DBManager.GetPurchase(id) > 0) { return; } DBManager.IncreasePurchase(id, 1); break; } break; } purchaseSucceededEvent(id); }
/// <summary> /// Method for overwriting shop item's properties with online IAP data /// from the App Store servers (those in the developer console). /// When we receive the online item list of products from the IAPManager, /// we loop over our products and check if 'fetch' was checked in the /// IAP Settings editor, then simply reinitialize the items with new data. /// </summary> public static void OverwriteWithFetch(Product[] products) { for (int i = 0; i < products.Length; i++) { string id = products[i].definition.id; IAPObject item = IAPManager.GetIAPObject(id); if (item != null && item.fetch && instance.IAPItems.ContainsKey(id)) { instance.IAPItems[id].Init(products[i]); } } }
/// <summary> /// method for overwriting shop item's properties with online IAP data /// from Google's or Apple's servers (those in the developer console). /// When we receive the online item list of IAPProducts from IAPManager, /// we loop over our products and check if 'fetch' was checked in the /// IAP Settings editor, then simply reinitialize the items with new info /// </summary> public static void OverwriteWithFetch(List <IAPArticle> products) { for (int i = 0; i < products.Count; i++) { string id = IAPManager.GetIAPIdentifier(products[i].id); IAPObject item = IAPManager.GetIAPObject(id); if (item != null && item.fetch && instance.IAPItems.ContainsKey(id)) { instance.IAPItems[id].Init(products[i]); } } }
/// <summary> /// returns a list of all upgrade ids associated to a product /// </summary> public static List <string> GetIAPUpgrades(string productId) { List <string> list = new List <string>(); IAPObject obj = GetIAPObject(productId); while (!string.IsNullOrEmpty(obj.req.nextId)) { list.Add(obj.req.nextId); obj = GetIAPObject(obj.req.nextId); } return(list); }
/// <summary> /// Refreshes the visual representation of a specific shop item. /// This is called automatically because of subscribing to the DBManager update event. /// It also means saving performance due to not refreshing all items every time. /// </summary> public void Refresh(string id) { //this method is based on data from the database, //so if we don't have a DBManager instance don't continue if (!DBManager.GetInstance()) { return; } IAPObject obj = IAPManager.GetIAPObject(id); IAPItem item = instance.IAPItems.ContainsKey(id) ? instance.IAPItems[id] : null; if (obj == null || item == null || item.productId != id) { return; } bool isSelected = DBManager.GetSelected(id); bool isPurchased = DBManager.GetPurchase(id) > 0; //double check that selected items are actually owned //if not, correct the entry by setting it to deselected if (isSelected && !isPurchased) { DBManager.SetDeselected(id); isSelected = false; } if (isPurchased) { item.Purchased(true); //in case the item has been selected before, but also auto-select one item per group //more items per group can be pre-selected manually e.g. on app launch if (isSelected || (item.selectButton && !item.deselectButton && DBManager.GetSelectedGroup(IAPManager.GetIAPObjectGroupName(id)).Count == 0)) { item.IsSelected(true); } } else if (!string.IsNullOrEmpty(obj.req.entry) && DBManager.isRequirementMet(obj.req)) { //check if a requirement is set up for this item, //then unlock if the requirement has been met if (IAPManager.isDebug) { Debug.Log("requirement met for: " + obj.id); } item.Unlock(); } }
/// <summary> /// Unlocks items if the requirement for them has been met. You can /// call this method at runtime whenever the player made some /// progress, to ensure your shop items reflect the current state. /// </summary> public static void UnlockItems() { //this method is based on data from the database, //so if we don't have a DBManager instance don't continue if (!DBManager.GetInstance()) { return; } //get list of all shop groups from IAPManager List <IAPGroup> list = IAPManager.GetInstance().IAPs; //loop over groups for (int i = 0; i < list.Count; i++) { //cache current group IAPGroup group = list[i]; //loop over items for (int j = 0; j < group.items.Count; j++) { //cache IAP object IAPObject obj = group.items[j]; if (obj.req == null) { continue; } //cache reference to IAP item instance IAPItem item = GetIAPItem(obj.id); //check if the item reference is empty or set to purchased already if (item == null || DBManager.isPurchased(obj.id)) { continue; } //check if a requirement is set up for this item, //then unlock if the requirement has been met if (!string.IsNullOrEmpty(obj.req.entry) && DBManager.isRequirementMet(obj.req)) { if (IAPManager.isDebug) { Debug.Log("requirement met for: " + obj.id); } item.Unlock(); } } } }
/// <summary> /// Returns the next unpurchased upgrade id of a product. /// </summary> public static string GetNextUpgrade(string productId) { string id = GetCurrentUpgrade(productId); IAPObject obj = GetIAPObject(id); if (!DBManager.isPurchased(id) || obj == null || string.IsNullOrEmpty(obj.req.nextId)) { return(id); } else { return(obj.req.nextId); } }
// initialize IAP ids: // populate IAP dictionary and arrays with product ids private void InitIds() { //create temporary list for all IAPGroups, //as well as a list only for real money purchases List <IAPGroup> idsList = GetIAPs(); List <string> ids = new List <string>(); if (idsList.Count == 0) { Debug.LogError("Initializing IAPManager, but IAP List is empty." + " Did you set up IAPs in the IAP Settings?"); } //loop over all groups for (int i = 0; i < idsList.Count; i++) { //cache current group IAPGroup group = idsList[i]; //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item IAPObject obj = group.items[j]; if (String.IsNullOrEmpty(obj.id)) { Debug.LogError("Found IAP Object in IAP Settings without an ID." + " This will cause errors during runtime."); } //add this IAPObject to the dictionary of id <> IAPObject IAPObjects.Add(obj.id, obj); //if it's an IAP for real money, also add it to the id list if (obj.type == IAPType.consumable || obj.type == IAPType.nonConsumable || obj.type == IAPType.subscription) { ids.Add(obj.GetIdentifier()); } } } //don't add the restore button to the list of online purchases if (ids.Contains("restore")) { ids.Remove("restore"); } //convert and store list of real money IAP ids as string array, //this array is being used for initializing Google/Apple's billing system this.ids = ids.ToArray(); }
/// <summary> /// Method for overwriting shop item's properties with localized IAP data from the App Store servers. When we receive /// the online item list of products from the IAPManager, we loop over our products and check if 'fetch' was checked /// in the IAP Settings editor, then simply reinitialize the items by using the new data. /// </summary> public static void OverwriteWithFetch(Product[] products) { for (int i = 0; i < products.Length; i++) { string id = products[i].definition.id; IAPObject item = IAPManager.GetIAPObject(id); if (item == null || !item.fetch || !instance.IAPItems.ContainsKey(id) || item.editorType == IAPType.Virtual) { continue; } instance.IAPItems[id].Init(products[i]); } }
// online verification request (Android version) // here we build the POST request to our external server, // that will forward the request to Google's servers private void MakeRequest(GooglePurchase prod) { Dictionary <string, string> dic = new Dictionary <string, string>(); dic.Add("store", "Android"); dic.Add("pid", prod.productId); dic.Add("tid", prod.orderId); dic.Add("rec", prod.purchaseToken); IAPObject obj = GetIAPObject(prod.productId); if (obj != null && obj.type == IAPType.subscription) { dic.Add("type", "subs"); } StartCoroutine(WaitForRequest(dic)); }
// initialize IAP ids: // populate IAP dictionary and arrays with product ids private void InitIds() { //create a list only for real money purchases List <string> ids = new List <string>(); if (IAPs.Count == 0) { Debug.LogError("Initializing IAPManager, but IAP List is empty." + " Did you set up IAPs in the IAP Settings?"); } //loop over all groups for (int i = 0; i < IAPs.Count; i++) { //cache current group IAPGroup group = IAPs[i]; //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item IAPObject obj = group.items[j]; if (String.IsNullOrEmpty(obj.id) || IAPObjects.ContainsKey(obj.id)) { Debug.LogError("Found IAP Object in IAP Settings without an identifier " + " or " + obj.id + " does exist already. Skipping product."); continue; } //add this IAPObject to the dictionary of id <> IAPObject IAPObjects.Add(obj.id, obj); //if it's an IAP for real money, add it to the id list if (!obj.isVirtual) { ids.Add(obj.id); } } } //don't add the restore button to the list of online purchases if (ids.Contains("restore")) { ids.Remove("restore"); } //convert and store list of real money IAP ids as string array realIDs = ids.ToArray(); }
/// <summary> /// Returns the group name of a specific product id. /// Used by DBManager /// <summary> public static string GetIAPObjectGroupName(string id) { if (instance.IAPObjects.ContainsKey(id)) { IAPObject obj = GetIAPObject(id); //loop over groups to find the product id, //then return the name of the group for (int i = 0; i < instance.IAPs.Count; i++) { if (instance.IAPs[i].items.Contains(obj)) { return(instance.IAPs[i].name); } } } //if the corresponding group has not been found return(null); }
/// <summary> /// Overload for purchasing virtual product based on its product identifier. /// </summary> public static void PurchaseProduct(IAPObject obj) { string productId = obj.id; //product is set to already owned, this should not happen if (obj.type != ProductType.Consumable && DBManager.GetPurchase(productId) > 0) { OnPurchaseFailed("Product already owned."); return; } #if PLAYFAB && !PLAYFAB_VALIDATION new PlayfabStore().Purchase(obj); return; #endif //check whether the player has enough funds bool didSucceed = DBManager.VerifyVirtualPurchase(obj); if (isDebug) { Debug.Log("Purchasing virtual product " + productId + ", result: " + didSucceed); } //on success, non-consumables are saved to the database. This automatically //saves the new substracted fund value, then and fire the succeeded event if (didSucceed) { if (obj.type == ProductType.Consumable) { DBManager.IncreasePlayerData(productId, obj.usageCount); purchaseSucceededEvent(productId); } else { DBManager.SetPurchase(obj.id); } purchaseSucceededEvent(productId); } else { OnPurchaseFailed("Insufficient funds."); } }
/// <summary> /// returns the group name of a specific product id. /// Used by DBManager, depends on platform /// <summary> public static string GetIAPObjectGroupName(string id) { if (instance.IAPObjects.ContainsKey(id)) { //cache object and create temporary group list IAPObject obj = instance.IAPObjects[id]; List <IAPGroup> groups = GetIAPs(); //loop over groups to find the product id, //then return the name of the group for (int i = 0; i < groups.Count; i++) { if (groups[i].items.Contains(obj)) { return(groups[i].name); } } } //if the corresponding group has not been found return(null); }
/// <summary> /// Returns the purchase amount of a product. /// </summary> public static int GetPurchase(string id) { //if the product exists, return purchase amount if (instance.gameData[contentKey][id] != null) { return(instance.gameData[contentKey][id].AsInt); } else { //check if the product is available for free IAPObject obj = IAPManager.GetIAPObject(id); if (obj.editorType == IAPType.Virtual && !obj.virtualPrice.Any(x => x.amount > 0)) { return(1); } } //otherwise return zero as default return(0); }
/* * public void CloudMoolahButton() * { * extensions.GetExtension<IMoolahExtension>().FastRegister(DBManager.GetDeviceId(), (string moolahName) => * { * //register succeeded * extensions.GetExtension<IMoolahExtension>().Login(moolahName, DBManager.GetDeviceId(), (LoginResultState loginResult, string error) => * { * //login succeeded? * Debug.Log("Moolah Login State: " + loginResult + ", " + error); * }); * }, (FastRegisterError registerResult, string error) => * { * //register failed * Debug.Log("Moolah Register Error: " + registerResult + ", " + error); * }); * } */ /// <summary> /// Purchase product based on its product id. If the productId matches "restore", we restore transactions instead. /// Our delegates then fire the appropriate succeeded/fail/restore event. /// </summary> public static void PurchaseProduct(string productId) { #if UNITY_PURCHASING if (productId == "restore") { RestoreTransactions(); return; } #endif IAPObject obj = GetIAPObject(productId); if (obj == null) { if (isDebug) { Debug.LogError("Product " + productId + " not found in IAP Settings."); } return; } //distinguish between virtual and real products if (obj.editorType == IAPType.Virtual) { PurchaseProduct(obj); return; } #if UNITY_PURCHASING if (controller == null) { if (ShopManager.GetInstance()) { ShopManager.ShowMessage("Billing is not available."); } Debug.LogError("Unity IAP is not initialized correctly! Please check your billing settings."); return; } controller.InitiatePurchase(controller.products.WithID(productId)); #endif }
//converting Unity IAP product definitions into the VoxelBuster format private BillingProduct ConvertProduct(ProductDefinition product) { IAPObject obj = IAPManager.GetIAPObject(product.id); if (obj == null) { return(null); } List <VoxelBusters.NativePlugins.PlatformID> platformIds = new List <VoxelBusters.NativePlugins.PlatformID>(); platformIds.Add(VoxelBusters.NativePlugins.PlatformID.Editor(product.id)); #if UNITY_ANDROID platformIds.Add(VoxelBusters.NativePlugins.PlatformID.Android(product.storeSpecificId)); #elif UNITY_IOS || UNITY_TVOS platformIds.Add(VoxelBusters.NativePlugins.PlatformID.IOS(product.storeSpecificId)); #endif return(BillingProduct.Create(obj.title, product.type == ProductType.Consumable ? true : false, platformIds.ToArray())); }
// Once we've received the productList, we create a // cross-platform version of it and overwrite // the existing shop item values with this online data // Optional: verify old purchases online. private void ProductDataReceived(Inventory inv) { //store fetched inventory for later access inventory = inv; //check for non-consumed consumables List <Purchase> prods = inv.GetAllPurchases(); for (int i = 0; i < prods.Count; i++) { IAPObject obj = GetIAPObject(prods[i].Sku); if (obj != null && obj.type == IAPType.consumable) { OpenIAB.consumeProduct(prods[i]); } } #if UNITY_ANDROID if ((verificationType == VerificationType.onStart || verificationType == VerificationType.both) && !string.IsNullOrEmpty(serverUrl)) { VerifyReceipts(); } #endif //build live cache productCache = new List <IAPArticle>(); for (int i = 0; i < ids.Length; i++) { if (inv.GetSkuDetails(ids[i]) != null) { productCache.Add(new IAPArticle(inv.GetSkuDetails(ids[i]))); } } if (ShopManager.GetInstance()) { ShopManager.OverwriteWithFetch(productCache); } }
// online verification request // here we build the POST request to our external server, // that will forward the request to the verification server private void MakeRequest(Purchase prod) { Dictionary <string, string> dic = new Dictionary <string, string>(); #if UNITY_ANDROID dic.Add("store", "Android"); dic.Add("pid", prod.Sku); dic.Add("tid", prod.OrderId); dic.Add("rec", prod.Token); IAPObject obj = GetIAPObject(prod.Sku); if (obj != null && obj.type == IAPType.subscription) { dic.Add("type", "subs"); } #elif UNITY_IPHONE dic.Add("store", "IOS"); dic.Add("pid", prod.Sku); dic.Add("rec", prod.OriginalJson); #endif StartCoroutine(WaitForRequest(dic)); }
//draw specific settings for the selected type void DrawTypeSettings(IAPObject obj) { switch (obj.type) { case IAPType.VirtualCurrencyPack: int currencyIndex = 0; for (int k = 0; k < currencyNames.Length; k++) { if (obj.specific == currencyNames[k]) currencyIndex = k; } currencyIndex = EditorGUILayout.Popup(currencyIndex, currencyNames, GUILayout.Width(100)); obj.specific = currencyNames[currencyIndex]; obj.amount = EditorGUILayout.IntField(obj.amount, GUILayout.Width(60)); break; case IAPType.SingleUsePackVG: if (string.IsNullOrEmpty(obj.specific)) obj.specific = "[GOOD ID]"; obj.specific = EditorGUILayout.TextField(obj.specific, GUILayout.Width(100)); obj.amount = EditorGUILayout.IntField(obj.amount, GUILayout.Width(60)); ; break; case IAPType.UpgradeVG: if (string.IsNullOrEmpty(obj.specific)) obj.specific = "[ID];[PREV];[NEXT]"; string[] props = obj.specific.Split(';'); for (int k = 0; k < props.Length; k++) props[k] = EditorGUILayout.TextField(props[k], GUILayout.Width(52)); obj.specific = props[0] + ";" + props[1] + ";" + props[2]; break; case IAPType.EquippableVG: string[] equippingModel = new string[] { EquippableVG.EquippingModel.LOCAL.ToString(), EquippableVG.EquippingModel.CATEGORY.ToString(), EquippableVG.EquippingModel.GLOBAL.ToString() }; int equippingIndex = 0; for (int k = 0; k < equippingModel.Length; k++) { if (obj.specific == equippingModel[k]) equippingIndex = k; } equippingIndex = EditorGUILayout.Popup(equippingIndex, equippingModel, GUILayout.Width(164)); obj.specific = equippingModel[equippingIndex]; break; default: EditorGUILayout.LabelField("--------------------------------", GUILayout.Width(164)); break; } }
//draws the in game content editor void DrawIGC(List<IAPGroup> list) { EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //draw currencies up to a maximum of 9 //(there is no limitation, but 9 currencies do fit in the window nicely, //and there really shouldnt be a reason to have 9+ different currencies) if (script.currency.Count < 9) { //button for adding a new currency if (GUILayout.Button("Add Currency")) { //create new currency, then loop over items //and add a new currency slot for each of them IAPCurrency currency = new IAPCurrency(); script.currency.Add(currency); return; } } else { //for more than 9 currencies, //we show a transparent button with no functionality GUI.backgroundColor = new Color(1, 0.9f, 0, 0.4f); if (GUILayout.Button("Add Currency")) { } } GUI.backgroundColor = Color.yellow; //draw yellow button for adding a new IAP group if (GUILayout.Button("Add new Category")) { //create new group, give it a generic name based on //the current system time and add it to the list of groups IAPGroup newGroup = new IAPGroup(); string timestamp = GenerateUnixTime(); newGroup.name = "Grp " + timestamp; newGroup.id = timestamp; list.Add(newGroup); return; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //begin a scrolling view inside tab, pass in current Vector2 scroll position scrollPosIGC = EditorGUILayout.BeginScrollView(scrollPosIGC, GUILayout.Height(462)); GUILayout.Space(10); //only draw a box behind currencies if there are any if (script.currency.Count > 0) { EditorGUILayout.LabelField("Currencies:", EditorStyles.boldLabel); GUILayout.Space(10); GUI.Box(new Rect(10, 35, script.currency.Count * 110, 65), ""); } EditorGUILayout.BeginHorizontal(); GUILayout.Space(10); //loop through currencies for (int i = 0; i < script.currency.Count; i++) { IAPCurrency current = script.currency[i]; EditorGUILayout.BeginVertical(); //draw currency properties, //such as name and amount EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Name", GUILayout.Width(44)); current.name = EditorGUILayout.TextField(current.name, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Default", GUILayout.Width(44)); script.currency[i].amount = EditorGUILayout.IntField(script.currency[i].amount, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); //button for deleting a currency EditorGUILayout.BeginHorizontal(); GUILayout.Space(52); GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(54))) { //ask again before deleting the currency, //as deleting it could cause angry customers! //it's probably better not to remove currencies in production versions if (EditorUtility.DisplayDialog("Delete Currency?", "Existing users might lose their funds associated with this currency when updating.", "Continue", "Abort")) { //then remove the currency script.currency.RemoveAt(i); break; } } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); GUILayout.Space(30); //loop over IAP groups for (int i = 0; i < list.Count; i++) { //cache group IAPGroup group = list[i]; Container shopGroup = null; if (shop) { shopGroup = shop.GetContainer(group.id); if (shopGroup == null) { shopGroup = new Container(); shopGroup.id = group.id; shop.containers.Add(shopGroup); } } EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //button for adding a new IAPObject (product) to this group if (GUILayout.Button("New Object", GUILayout.Width(120))) { IAPObject obj = new IAPObject(); group.items.Add(obj); break; } GUI.backgroundColor = Color.white; //draw group properties EditorGUILayout.LabelField("Category:", GUILayout.Width(60)); group.name = EditorGUILayout.TextField(group.name, GUILayout.Width(90)); GUILayout.FlexibleSpace(); if (!shop) EditorGUILayout.LabelField("No ShopManager prefab found in this scene!", GUILayout.Width(300)); else { EditorGUILayout.LabelField("Prefab:", GUILayout.Width(45)); shopGroup.prefab = (GameObject)EditorGUILayout.ObjectField(shopGroup.prefab, typeof(GameObject), false, GUILayout.Width(100)); GUILayout.Space(10); EditorGUILayout.LabelField("Parent:", GUILayout.Width(45)); shopGroup.parent = (Transform)EditorGUILayout.ObjectField(shopGroup.parent, typeof(Transform), true, GUILayout.Width(100)); } GUILayout.FlexibleSpace(); //same as in DrawIAP(), //move group up & down buttons int groupUpWidth = 22; int groupDownWidth = 22; if (i == 0) groupDownWidth = 48; if (i == list.Count - 1) groupUpWidth = 48; if (i > 0 && GUILayout.Button("▲", GUILayout.Width(groupUpWidth))) { list[i] = list[i - 1]; list[i - 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (i < list.Count - 1 && GUILayout.Button("▼", GUILayout.Width(groupDownWidth))) { list[i] = list[i + 1]; list[i + 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing a group including items GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(20))) { if(shop) shop.containers.Remove(shopGroup); list.RemoveAt(i); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); //draw header information for each item property EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("ID:", GUILayout.Width(120)); EditorGUILayout.LabelField("Icon:", GUILayout.Width(65)); EditorGUILayout.LabelField("Type:", GUILayout.Width(165)); EditorGUILayout.LabelField("Title:", GUILayout.Width(122)); if (group.items.Count == 1) GUILayout.Space(50); EditorGUILayout.LabelField("Description:", GUILayout.Width(150)); EditorGUILayout.LabelField("Specific Settings:", GUILayout.Width(135)); EditorGUILayout.LabelField("Price:", GUILayout.Width(100)); EditorGUILayout.EndHorizontal(); //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item reference IAPObject obj = group.items[j]; EditorGUILayout.BeginHorizontal(); IAPType selectedType = obj.type; //draw IAPObject (item/product) properties obj.id = EditorGUILayout.TextField(obj.id, GUILayout.Width(120)); obj.icon = EditorGUILayout.ObjectField(obj.icon, typeof(Sprite), false, GUILayout.Width(65)) as Sprite; obj.type = (IAPType)EditorGUILayout.EnumPopup(obj.type, GUILayout.Width(110)); obj.title = EditorGUILayout.TextField(obj.title); obj.description = EditorGUILayout.TextField(obj.description); if (obj.type != selectedType) { obj.specific = ""; obj.amount = 0; } DrawTypeSettings(obj); //price field int priceIndex = 0; for (int k = 0; k < currencyNames.Length; k++) { if (obj.virtualPrice.name == currencyNames[k]) priceIndex = k; } priceIndex = EditorGUILayout.Popup(priceIndex, currencyNames, GUILayout.Width(60)); obj.virtualPrice.name = currencyNames[priceIndex]; obj.virtualPrice.amount = EditorGUILayout.IntField(obj.virtualPrice.amount, GUILayout.Width(60)); //same as in DrawIAP(), requirement button if (!string.IsNullOrEmpty(obj.req.entry)) GUI.backgroundColor = Color.yellow; if (GUILayout.Button("R", GUILayout.Width(20))) { reqEditor = (RequirementEditor)EditorWindow.GetWindowWithRect(typeof(RequirementEditor), new Rect(0, 0, 300, 150), false, "Requirement"); reqEditor.obj = obj; } GUI.backgroundColor = Color.white; //same as in DrawIAP(), move item up & down buttons int buttonUpWidth = 22; int buttonDownWidth = 22; if (j == 0) buttonDownWidth = 48; if (j == group.items.Count - 1) buttonUpWidth = 48; if (j > 0 && GUILayout.Button("▲", GUILayout.Width(buttonUpWidth))) { group.items[j] = group.items[j - 1]; group.items[j - 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (j < group.items.Count - 1 && GUILayout.Button("▼", GUILayout.Width(buttonDownWidth))) { group.items[j] = group.items[j + 1]; group.items[j + 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing an item of the group GUI.backgroundColor = Color.gray; if (GUILayout.Button("X")) { group.items.RemoveAt(j); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); } GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(30); } //ends the scrollview defined above EditorGUILayout.EndScrollView(); }
//draws the in app purchase editor void DrawIAP(List<IAPGroup> list) { EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //draw yellow button for adding a new IAP group if (GUILayout.Button("Add new Category")) { //create new group, give it a generic name based on //the current unix time and add it to the list of groups IAPGroup newGroup = new IAPGroup(); string timestamp = GenerateUnixTime(); newGroup.name = "Grp " + timestamp; newGroup.id = timestamp; list.Add(newGroup); return; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //begin a scrolling view inside this tab, pass in current Vector2 scroll position scrollPosIAP = EditorGUILayout.BeginScrollView(scrollPosIAP, GUILayout.Height(462)); GUILayout.Space(20); //loop over IAP groups for (int i = 0; i < list.Count; i++) { //cache group IAPGroup group = list[i]; //populate shop container variables if ShopManager is present Container shopGroup = null; if (shop) { shopGroup = shop.GetContainer(group.id); if (shopGroup == null) { shopGroup = new Container(); shopGroup.id = group.id; shop.containers.Add(shopGroup); } } EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //button for adding a new IAPObject (product) to this group if (GUILayout.Button("New Object", GUILayout.Width(120))) { IAPObject newObj = new IAPObject(); //add platform dependent ids to the local list int platforms = System.Enum.GetValues(typeof(IAPPlatform)).Length; for (int j = 0; j < platforms; j++) newObj.localId.Add(new IAPIdentifier()); group.items.Add(newObj); break; } //draw group properties GUI.backgroundColor = Color.white; EditorGUILayout.LabelField("Category:", GUILayout.Width(60)); group.name = EditorGUILayout.TextField(group.name, GUILayout.Width(90)); GUILayout.FlexibleSpace(); if (!shop) EditorGUILayout.LabelField("No ShopManager prefab found in this scene!", GUILayout.Width(300)); else { EditorGUILayout.LabelField("Prefab:", GUILayout.Width(45)); shopGroup.prefab = (GameObject)EditorGUILayout.ObjectField(shopGroup.prefab, typeof(GameObject), false, GUILayout.Width(100)); GUILayout.Space(10); EditorGUILayout.LabelField("Parent:", GUILayout.Width(45)); shopGroup.parent = (Transform)EditorGUILayout.ObjectField(shopGroup.parent, typeof(Transform), true, GUILayout.Width(100)); } GUILayout.FlexibleSpace(); //button width for up & down buttons. These should always be at the same width, //so if there's only one button (e.g. if there's only one group), the width must be extended int groupUpWidth = 22; int groupDownWidth = 22; if (i == 0) groupDownWidth = 48; if (i == list.Count - 1) groupUpWidth = 48; //draw up & down buttons for re-ordering groups //this will simply switch references in the list //hotControl and keyboardControl unsets current mouse focus if (i > 0 && GUILayout.Button("▲", GUILayout.Width(groupUpWidth))) { list[i] = list[i - 1]; list[i - 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (i < list.Count - 1 && GUILayout.Button("▼", GUILayout.Width(groupDownWidth))) { list[i] = list[i + 1]; list[i + 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing a group including items GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(20))) { if(shop) shop.containers.Remove(shopGroup); list.RemoveAt(i); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); //draw header information for each item property EditorGUILayout.BeginHorizontal(); GUILayout.Space(58); EditorGUILayout.LabelField("ID:", GUILayout.Width(100)); EditorGUILayout.LabelField("Icon:", GUILayout.Width(65)); EditorGUILayout.LabelField("Type:", GUILayout.Width(80)); EditorGUILayout.LabelField("Fetch:", GUILayout.Width(100)); EditorGUILayout.LabelField("Title:", GUILayout.Width(145)); if (group.items.Count == 1) GUILayout.Space(50); EditorGUILayout.LabelField("Description:", GUILayout.Width(150)); EditorGUILayout.LabelField("Specific Settings:", GUILayout.Width(135)); EditorGUILayout.LabelField("Price:", GUILayout.Width(100)); EditorGUILayout.EndHorizontal(); //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item reference IAPObject obj = group.items[j]; EditorGUILayout.BeginHorizontal(); obj.platformFoldout = EditorGUILayout.Foldout(obj.platformFoldout, ""); IAPType selectedType = obj.type; //draw IAPObject (item/product) properties obj.id = EditorGUILayout.TextField(obj.id, GUILayout.Width(100)); obj.icon = EditorGUILayout.ObjectField(obj.icon, typeof(Sprite), false, GUILayout.Width(65)) as Sprite; obj.type = (IAPType)EditorGUILayout.EnumPopup(obj.type, GUILayout.Width(90)); obj.fetch = EditorGUILayout.Toggle(obj.fetch, GUILayout.Width(20)); obj.title = EditorGUILayout.TextField(obj.title); obj.description = EditorGUILayout.TextField(obj.description); if (obj.type != selectedType) { obj.specific = ""; obj.amount = 0; } DrawTypeSettings(obj); obj.realPrice = EditorGUILayout.TextField(obj.realPrice, GUILayout.Width(60)); //button for adding a requirement to this item if (!string.IsNullOrEmpty(obj.req.entry)) GUI.backgroundColor = Color.yellow; if (GUILayout.Button("R", GUILayout.Width(20))) { reqEditor = (RequirementEditor)EditorWindow.GetWindowWithRect(typeof(RequirementEditor), new Rect(0, 0, 300, 150), false, "Requirement"); reqEditor.obj = obj; } GUI.backgroundColor = Color.white; //do the same here as with the group up & down buttons //(see above) int buttonUpWidth = 22; int buttonDownWidth = 22; if (j == 0) buttonDownWidth = 48; if (j == group.items.Count - 1) buttonUpWidth = 48; //draw up & down buttons for re-ordering items in a group //this will simply switch references in the list if (j > 0 && GUILayout.Button("▲", GUILayout.Width(buttonUpWidth))) { group.items[j] = group.items[j - 1]; group.items[j - 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (j < group.items.Count - 1 && GUILayout.Button("▼", GUILayout.Width(buttonDownWidth))) { group.items[j] = group.items[j + 1]; group.items[j + 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing an item of the group GUI.backgroundColor = Color.gray; if (GUILayout.Button("X")) { group.items.RemoveAt(j); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //draw platform override foldout if (obj.platformFoldout) { EditorGUILayout.LabelField("Platform ID Overrides"); for (int k = 0; k < obj.localId.Count; k++) { EditorGUILayout.BeginHorizontal(); GUILayout.Space(40); obj.localId[k].overridden = EditorGUILayout.BeginToggleGroup("", obj.localId[k].overridden); EditorGUILayout.BeginHorizontal(); obj.localId[k].id = EditorGUILayout.TextField(obj.localId[k].id, GUILayout.Width(120)); EditorGUILayout.LabelField(((IAPPlatform)k).ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndToggleGroup(); EditorGUILayout.EndHorizontal(); } } } GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(30); } //ends the scrollview defined above EditorGUILayout.EndScrollView(); }
//each CurrencyPack gets created seperately VirtualCurrencyPack CreateCurrencyPack(IAPObject obj, bool market) { PurchaseType purchaseType = null; if(market) purchaseType = new PurchaseWithMarket(obj.GetIdentifier(), 0.00); else purchaseType = new PurchaseWithVirtualItem(obj.virtualPrice.name, obj.virtualPrice.amount); return new VirtualCurrencyPack(obj.title, obj.description, obj.id, obj.amount, obj.specific, purchaseType); }
//each VirtualGood gets created seperately VirtualGood CreateGood(IAPObject obj, bool market) { PurchaseType purchaseType = null; if (market) purchaseType = new PurchaseWithMarket(obj.GetIdentifier(), 0.00); else purchaseType = new PurchaseWithVirtualItem(obj.virtualPrice.name, obj.virtualPrice.amount); switch (obj.type) { case IAPType.SingleUseVG: return new SingleUseVG(obj.title, obj.description, obj.id, purchaseType); case IAPType.SingleUsePackVG: return new SingleUsePackVG(obj.specific, obj.amount, obj.title, obj.description, obj.id, purchaseType); case IAPType.LifetimeVG: return new LifetimeVG(obj.title, obj.description, obj.id, purchaseType); case IAPType.EquippableVG: EquippableVG.EquippingModel equipModel = EquippableVG.EquippingModel.LOCAL; if (obj.specific == EquippableVG.EquippingModel.CATEGORY.ToString()) equipModel = EquippableVG.EquippingModel.CATEGORY; else if (obj.specific == EquippableVG.EquippingModel.GLOBAL.ToString()) equipModel = EquippableVG.EquippingModel.GLOBAL; return new EquippableVG(equipModel, obj.title, obj.description, obj.id, purchaseType); case IAPType.UpgradeVG: string[] props = obj.specific.Split(';'); return new UpgradeVG(props[0], string.IsNullOrEmpty(props[2]) ? null : props[2], string.IsNullOrEmpty(props[1]) ? null : props[1], obj.title, obj.description, obj.id, purchaseType); default: return null; } }
/// <summary> /// this method checks user's funds for a virtual purchase /// and if they met the requirements, substracts funds /// </summary> public static bool VerifyVirtualPurchase(IAPObject obj) { //get a list of all currencies to check against Dictionary<string, int> curs = GetAllCurrencies(); //loop over currencies and check each amount //if the player does not have enough funds, return false for (int i = 0; i < obj.virtualPrice.Count; i++) { IAPCurrency cur = obj.virtualPrice[i]; if (curs.ContainsKey(cur.name) && cur.amount > curs[cur.name]) return false; } //the player has enough funds, //get location string string loc = instance.currency; //loop over each currency //and substract price for this item for (int i = 0; i < obj.virtualPrice.Count; i++) { IAPCurrency cur = obj.virtualPrice[i]; if (curs.ContainsKey(cur.name)) instance.gameData[loc][cur.name].AsInt -= cur.amount; } //verification succeeded return true; }
/// <summary> /// initialize virtual or real item properties /// based on IAPObject info set in IAP Settings editor. /// Called by ShopManager /// </summary> public void Init(IAPObject prod) { //cache type = prod.type; string name = prod.title; string descr = prod.description.Replace("\\n", "\n"); string lockText = prod.req.labelText; //store the item id for later purposes productId = prod.id; //set icon to the matching sprite if (icon) icon.sprite = prod.icon; //when 'uppercase' has been checked, //convert title and description text to uppercase, //otherwise just keep and set them as they are if (uppercase) { name = name.ToUpper(); descr = descr.ToUpper(); lockText = lockText.ToUpper(); } if (title) title.text = name; if (description) description.text = descr; if (type == IAPType.consumable || type == IAPType.nonConsumable || type == IAPType.subscription) { //purchases for real money have only one price value, //so we just use the first entry of the price label array if (price.Length > 0) price[0].text = prod.realPrice; } else if (prod.virtualPrice.Count > 0) { //purchases for virtual currency could have more than one price value, //so we loop over all entries and set the corresponding price label for (int i = 0; i < price.Length; i++) if (price[i]) price[i].text = prod.virtualPrice[i].amount.ToString(); } //set locked label text in case a requirement has been set if (lockedLabel && !string.IsNullOrEmpty(prod.req.entry) && !string.IsNullOrEmpty(prod.req.labelText)) lockedLabel.text = lockText; }
/// <summary> /// initialize virtual or real item properties /// based on IAPObject info set in IAP Settings editor. /// Called by ShopManager /// </summary> public void Init(IAPObject prod) { //cache type = prod.type; string name = prod.title; string descr = prod.description.Replace("\\n", "\n"); string lockText = prod.req.labelText; //store the item id for later purposes productId = prod.id; //set icon to the matching sprite if (icon) icon.sprite = prod.icon; //when 'uppercase' has been checked, //convert title and description text to uppercase, //otherwise just keep and set them as they are if (uppercase) { name = name.ToUpper(); descr = descr.ToUpper(); lockText = lockText.ToUpper(); } //set descriptive labels if (title) title.text = name; if (description) description.text = descr; //set price value if (IAPManager.IsMarketItem(productId)) price.text = prod.realPrice.ToString(); else if (!string.IsNullOrEmpty(prod.virtualPrice.name)) price.text = prod.virtualPrice.amount.ToString(); //set locked label text in case a requirement has been set if (lockedLabel && !string.IsNullOrEmpty(prod.req.entry) && !string.IsNullOrEmpty(prod.req.labelText)) lockedLabel.text = lockText; }
//draws the in game content editor void DrawIGC(List<IAPGroup> list) { EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //draw currencies up to a maximum of 7 //(there is no limitation, but 7 currencies do fit in the window nicely, //and there really shouldnt be a reason to have 7+ different currencies) if (script.currency.Count < 7) { //button for adding a new currency if (GUILayout.Button("Add Currency")) { //switch current currency selection to the first entry currencyIndex = 0; //create new currency, then loop over items //and add a new currency slot for each of them script.currency.Add(new IAPCurrency()); for (int i = 0; i < list.Count; i++) for (int j = 0; j < list[i].items.Count; j++) list[i].items[j].virtualPrice.Add(new IAPCurrency()); return; } } else { //for more than 7 currencies, //we show a transparent button with no functionality GUI.backgroundColor = new Color(1, 0.9f, 0, 0.4f); if (GUILayout.Button("Add Currency")) { } } //draw yellow button for adding a new IAP group if (GUILayout.Button("Add new Group")) { //create new group, give it a generic name based on //the current system time and add it to the list of groups IAPGroup newGroup = new IAPGroup(); string timestamp = GenerateUnixTime(); newGroup.name = "Grp " + timestamp; newGroup.id = timestamp; list.Add(newGroup); return; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //begin a scrolling view inside tab, pass in current Vector2 scroll position scrollPosIGC = EditorGUILayout.BeginScrollView(scrollPosIGC, GUILayout.Height(350)); GUILayout.Space(20); EditorGUILayout.BeginHorizontal(); //only draw a box behind currencies if there are any if (script.currency.Count > 0) GUI.Box(new Rect(3, 15, 796, 95), ""); //loop through currencies for (int i = 0; i < script.currency.Count; i++) { EditorGUILayout.BeginVertical(); //draw currency properties, //such as name and amount EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Name", GUILayout.Width(44)); script.currency[i].name = EditorGUILayout.TextField(script.currency[i].name, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Default", GUILayout.Width(44)); script.currency[i].amount = EditorGUILayout.IntField(script.currency[i].amount, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); //button for deleting a currency EditorGUILayout.BeginHorizontal(); GUILayout.Space(52); GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(54))) { //ask again before deleting the currency, //as deleting it could cause angry customers! //it's probably better not to remove currencies in production versions if (EditorUtility.DisplayDialog("Delete Currency?", "Existing users might lose their funds associated with this currency when updating.", "Continue", "Abort")) { //loop over items and remove the //associated currency slot for each of them for (int j = 0; j < list.Count; j++) for (int k = 0; k < list[j].items.Count; k++) list[j].items[k].virtualPrice.RemoveAt(i); //then remove the currency script.currency.RemoveAt(i); //reposition current currency index if (script.currency.Count > 0) currencyIndex = 0; else currencyIndex = -1; break; } } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); //draw currency selector, if there are any if (script.currency.Count > 0) { GUILayout.Space(10); EditorGUILayout.BeginHorizontal(); //get all currency names, //then draw a popup list for selecting the desired index currencyNames = GetCurrencyNames(); EditorGUILayout.LabelField("Selected Currency:", GUILayout.Width(120)); currencyIndex = EditorGUILayout.Popup(currencyIndex, currencyNames, GUILayout.Width(140)); EditorGUILayout.EndHorizontal(); GUILayout.Space(20); } //loop over IAP groups for (int i = 0; i < list.Count; i++) { //cache group IAPGroup group = list[i]; //version 1.2 backwards compatibility fix (empty IAPGroup ids) if (string.IsNullOrEmpty(group.id)) group.id = GenerateUnixTime(); Container shopGroup = null; if (shop) { shopGroup = shop.GetContainer(group.id); if (shopGroup == null) { shopGroup = new Container(); shopGroup.id = group.id; shop.containers.Add(shopGroup); } } EditorGUILayout.BeginHorizontal(); GUI.backgroundColor = Color.yellow; //button for adding a new IAPObject (product) to this group if (GUILayout.Button("New Product", GUILayout.Width(120))) { IAPObject newObj = new IAPObject(); for (int j = 0; j < script.currency.Count; j++) newObj.virtualPrice.Add(new IAPCurrency()); group.items.Add(newObj); break; } GUI.backgroundColor = Color.white; //draw group properties EditorGUILayout.LabelField("Group:", GUILayout.Width(45)); group.name = EditorGUILayout.TextField(group.name, GUILayout.Width(90)); GUILayout.Space(10); EditorGUILayout.LabelField("Sort:", GUILayout.Width(35)); orderType = (OrderType)EditorGUILayout.EnumPopup(orderType, GUILayout.Width(60)); GUILayout.Space(10); if (!shop) EditorGUILayout.LabelField("No ShopManager prefab found in this scene!", GUILayout.Width(300)); else { EditorGUILayout.LabelField("Prefab:", GUILayout.Width(45)); shopGroup.prefab = (GameObject)EditorGUILayout.ObjectField(shopGroup.prefab, typeof(GameObject), false, GUILayout.Width(100)); GUILayout.Space(10); EditorGUILayout.LabelField("Parent:", GUILayout.Width(45)); shopGroup.parent = (Transform)EditorGUILayout.ObjectField(shopGroup.parent, typeof(Transform), true, GUILayout.Width(100)); } GUILayout.FlexibleSpace(); if (orderType != OrderType.none) { group.items = orderProducts(group.items); break; } //same as in DrawIAP(), //move group up & down buttons int groupUpWidth = 22; int groupDownWidth = 22; if (i == 0) groupDownWidth = 48; if (i == list.Count - 1) groupUpWidth = 48; if (i > 0 && GUILayout.Button("▲", GUILayout.Width(groupUpWidth))) { list[i] = list[i - 1]; list[i - 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (i < list.Count - 1 && GUILayout.Button("▼", GUILayout.Width(groupDownWidth))) { list[i] = list[i + 1]; list[i + 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing a group including items GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(20))) { if(shop) shop.containers.Remove(shopGroup); list.RemoveAt(i); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); //draw header information for each item property EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("ID:", GUILayout.Width(110)); GUILayout.Space(20); EditorGUILayout.LabelField("Icon:", GUILayout.Width(75)); GUILayout.Space(20); EditorGUILayout.LabelField("Type:", GUILayout.Width(100)); GUILayout.Space(20); int spaceTitleToDescription = 90; if (group.items.Count == 1) spaceTitleToDescription = 110; EditorGUILayout.LabelField("Title:", GUILayout.Width(spaceTitleToDescription)); GUILayout.Space(20); int spaceDescriptionToPrice = 135; if (group.items.Count == 1) spaceDescriptionToPrice = 145; EditorGUILayout.LabelField("Description:", GUILayout.Width(spaceDescriptionToPrice)); GUILayout.Space(20); EditorGUILayout.LabelField("Price:", GUILayout.Width(40)); GUILayout.Space(80); EditorGUILayout.EndHorizontal(); //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item reference IAPObject obj = group.items[j]; EditorGUILayout.BeginHorizontal(); //draw IAPObject (item/product) properties obj.id = EditorGUILayout.TextField(obj.id, GUILayout.Width(120)); obj.icon = EditorGUILayout.ObjectField(obj.icon, typeof(Sprite), false, GUILayout.Width(65)) as Sprite; obj.type = (IAPType)EditorGUILayout.EnumPopup(obj.type, GUILayout.Width(110)); //don't allow consumable/non consumable/subscription IAP types, they must be virtual if (obj.type == IAPType.consumable) obj.type = IAPType.consumableVirtual; else if (obj.type == IAPType.nonConsumable || obj.type == IAPType.subscription) obj.type = IAPType.nonConsumableVirtual; //other item properties obj.title = EditorGUILayout.TextField(obj.title); obj.description = EditorGUILayout.TextField(obj.description); //if a currency has been selected previously, //draw an input field for the selected currency if (currencyIndex > -1) { //version 1.1 compability fix (virtual currency int -> IAPCurrency conversion) if (obj.virtualPrice == null || currencyIndex > obj.virtualPrice.Count - 1) { GUI.backgroundColor = Color.gray; if (GUILayout.Button("X")) { group.items.RemoveAt(j); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); continue; } EditorGUILayout.BeginHorizontal(); IAPCurrency cur = obj.virtualPrice[currencyIndex]; cur.name = currencyNames[currencyIndex]; EditorGUILayout.LabelField(cur.name, GUILayout.Width(40)); cur.amount = EditorGUILayout.IntField(cur.amount, GUILayout.Width(60)); EditorGUILayout.EndHorizontal(); } else GUILayout.FlexibleSpace(); //same as in DrawIAP(), requirement button if (!string.IsNullOrEmpty(obj.req.entry) || !string.IsNullOrEmpty(obj.req.nextId)) GUI.backgroundColor = Color.yellow; if (GUILayout.Button("R", GUILayout.Width(20))) { reqEditor = (RequirementEditor)EditorWindow.GetWindowWithRect(typeof(RequirementEditor), new Rect(0, 0, 300, 170), false, "Requirement"); reqEditor.obj = obj; } GUI.backgroundColor = Color.white; //same as in DrawIAP(), //move item up & down buttons int buttonUpWidth = 22; int buttonDownWidth = 22; if (j == 0) buttonDownWidth = 48; if (j == group.items.Count - 1) buttonUpWidth = 48; if (j > 0 && GUILayout.Button("▲", GUILayout.Width(buttonUpWidth))) { group.items[j] = group.items[j - 1]; group.items[j - 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (j < group.items.Count - 1 && GUILayout.Button("▼", GUILayout.Width(buttonDownWidth))) { group.items[j] = group.items[j + 1]; group.items[j + 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing an item of the group GUI.backgroundColor = Color.gray; if (GUILayout.Button("X")) { group.items.RemoveAt(j); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); } GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(30); } //ends the scrollview defined above EditorGUILayout.EndScrollView(); }
//draws the in app purchase editor //for a specific OS void DrawIAP(List<IAPGroup> list) { //begin a scrolling view inside this tab, pass in current Vector2 scroll position scrollPos = EditorGUILayout.BeginScrollView(scrollPos); GUILayout.Space(10); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Virtual Currencies:", EditorStyles.boldLabel, GUILayout.Width(125), GUILayout.Height(20)); //button for adding a new currency GUI.backgroundColor = Color.yellow; if (GUILayout.Button("Add Currency")) { //switch current currency selection to the first entry currencyIndex = 0; //create new currency, then loop over items //and add a new currency slot for each of them script.currency.Add(new IAPCurrency()); for (int i = 0; i < list.Count; i++) for (int j = 0; j < list[i].items.Count; j++) list[i].items[j].virtualPrice.Add(new IAPCurrency()); return; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //begin a scrolling view inside this tab, pass in current Vector2 scroll position scrollPosCurrency = EditorGUILayout.BeginScrollView(scrollPosCurrency, GUILayout.Height(105)); EditorGUILayout.BeginHorizontal(); //only draw a box behind currencies if there are any if (script.currency.Count > 0) GUI.Box(new Rect(0, 0, iapEditor.maxSize.x, 90), ""); //loop through currencies for (int i = 0; i < script.currency.Count; i++) { EditorGUILayout.BeginVertical(); //draw currency properties, //such as name and amount EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Name", GUILayout.Width(44)); script.currency[i].name = EditorGUILayout.TextField(script.currency[i].name, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Default", GUILayout.Width(44)); script.currency[i].amount = EditorGUILayout.IntField(script.currency[i].amount, GUILayout.Width(54)); EditorGUILayout.EndHorizontal(); //button for deleting a currency EditorGUILayout.BeginHorizontal(); GUILayout.Space(52); GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(54))) { //ask again before deleting the currency, //as deleting it could cause angry customers! //it's probably better not to remove currencies in production versions if (EditorUtility.DisplayDialog("Delete Currency?", "Existing users might lose their funds associated with this currency when updating.", "Continue", "Abort")) { //loop over items and remove the //associated currency slot for each of them for (int j = 0; j < list.Count; j++) for (int k = 0; k < list[j].items.Count; k++) { if(list[j].items[k].virtualPrice != null && list[j].items[k].virtualPrice.Count > i) list[j].items[k].virtualPrice.RemoveAt (i); } //then remove the currency script.currency.RemoveAt(i); //reposition current currency index if (script.currency.Count > 0) currencyIndex = 0; else currencyIndex = -1; break; } } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); //draw currency selector, if there are any if (script.currency.Count > 0) { GUILayout.Space(10); EditorGUILayout.BeginHorizontal(); //get all currency names, //then draw a popup list for selecting the desired index currencyNames = GetCurrencyNames(); EditorGUILayout.LabelField("Selected Currency:", GUILayout.Width(120)); currencyIndex = EditorGUILayout.Popup(currencyIndex, currencyNames, GUILayout.Width(140)); EditorGUILayout.EndHorizontal(); } //ends the scrollview defined above EditorGUILayout.EndScrollView(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("In App Purchases:", EditorStyles.boldLabel, GUILayout.Width(125), GUILayout.Height(20)); //draw yellow button for adding a new IAP group GUI.backgroundColor = Color.yellow; if (GUILayout.Button("Add new Category")) { //create new group, give it a generic name based on //the current unix time and add it to the list of groups IAPGroup newGroup = new IAPGroup(); string timestamp = GenerateUnixTime(); newGroup.name = "Grp " + timestamp; newGroup.id = timestamp; list.Add(newGroup); return; } EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); //loop over IAP groups for this OS for (int i = 0; i < list.Count; i++) { //cache group IAPGroup group = list[i]; //populate shop container variables if ShopManager is present ShopContainer shopContainer = null; if (shop) { shopContainer = shop.GetContainer(group.id); if (shopContainer == null) { shopContainer = new ShopContainer(); shopContainer.id = group.id; shop.containers.Add(shopContainer); } } GUI.backgroundColor = Color.yellow; EditorGUILayout.BeginHorizontal(); int productSelection = 0; productSelection = EditorGUILayout.Popup(productSelection, productTypes); //button for adding a new IAPObject (product) to this group if (productSelection > 0) { IAPObject newObj = new IAPObject(); switch (productSelection) { case 1: Debug.LogError("Can't create products for real money. You need to import a billing plugin first!" + " Open 'Window > Simple IAP System > Plugin Setup' if you want to use one."); return; case 2: newObj.isVirtual = true; for(int j = 0; j < script.currency.Count; j++) newObj.virtualPrice.Add(new IAPCurrency()); break; } group.items.Add(newObj); break; } //draw group properties GUI.backgroundColor = Color.white; EditorGUILayout.LabelField("Group:", GUILayout.Width(45)); group.name = EditorGUILayout.TextField(group.name, GUILayout.Width(90)); GUILayout.Space(10); EditorGUILayout.LabelField("Sort:", GUILayout.Width(35)); orderType = (OrderType)EditorGUILayout.EnumPopup(orderType, GUILayout.Width(60)); GUILayout.Space(10); if (!shop) { GUI.contentColor = Color.yellow; EditorGUILayout.LabelField("No ShopManager prefab found in this scene!", GUILayout.Width(300)); GUI.contentColor = Color.white; } else { EditorGUILayout.LabelField("Prefab:", GUILayout.Width(45)); shopContainer.prefab = (GameObject)EditorGUILayout.ObjectField(shopContainer.prefab, typeof(GameObject), false, GUILayout.Width(100)); GUILayout.Space(10); EditorGUILayout.LabelField("Container:", GUILayout.Width(65)); shopContainer.parent = (IAPContainer)EditorGUILayout.ObjectField(shopContainer.parent, typeof(IAPContainer), true, GUILayout.Width(100)); } GUILayout.FlexibleSpace(); //check for order type and, if it //isn't equal to 'none', start ordering if (orderType != OrderType.none) { group.items = orderProducts(group.items); break; } //button width for up & down buttons //these should always be at the same width, so if there's //only one button (e.g. if there's only one group), //the width must be extended int groupUpWidth = 22; int groupDownWidth = 22; if (i == 0) groupDownWidth = 48; if (i == list.Count - 1) groupUpWidth = 48; //draw up & down buttons for re-ordering groups //this will simply switch references in the list //hotControl and keyboardControl unsets current mouse focus if (i > 0 && GUILayout.Button("▲", GUILayout.Width(groupUpWidth))) { list[i] = list[i - 1]; list[i - 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (i < list.Count - 1 && GUILayout.Button("▼", GUILayout.Width(groupDownWidth))) { list[i] = list[i + 1]; list[i + 1] = group; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } //button for removing a group including items GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(20))) { if(shop) shop.containers.Remove(shopContainer); list.RemoveAt(i); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(20); List<Rect> headerRect = GetHeaders(); //loop over items in this group for (int j = 0; j < group.items.Count; j++) { //cache item reference IAPObject obj = group.items[j]; EditorGUILayout.BeginHorizontal(); //new platforms future compatibility int platforms = System.Enum.GetValues(typeof(IAPPlatform)).Length; for (int k = obj.localIDs.Count; k < platforms; k++) obj.localIDs.Add(new IAPIdentifier()); GUILayout.Box("", GUILayout.Height(15), GUILayout.Width(15)); Rect foldoutRect = GUILayoutUtility.GetLastRect(); if(!obj.isVirtual) obj.platformFoldout = EditorGUI.Foldout(foldoutRect, obj.platformFoldout, ""); //draw IAPObject (item/product) properties obj.id = EditorGUILayout.TextField(obj.id, GUILayout.MaxWidth(150)); obj.icon = EditorGUILayout.ObjectField(obj.icon, typeof(Sprite), false, GUILayout.MaxWidth(65)) as Sprite; IAPType oldType = obj.type; obj.type = (IAPType)EditorGUILayout.EnumPopup(obj.type, GUILayout.MaxWidth(110)); if (obj.type != oldType && !obj.type.ToString().Contains("Virtual")) { Debug.LogError("Can't create products for real money. You need to import a billing plugin first!" + "Open 'Window > Simple IAP System > Plugin Setup' if you want to use one."); obj.type = IAPType.consumableVirtual; } obj.title = EditorGUILayout.TextField(obj.title, GUILayout.MaxWidth(180)); obj.description = EditorGUILayout.TextField(obj.description); if (obj.isVirtual) { IAPCurrency cur = null; if(currencyIndex >= 0 && obj.virtualPrice.Count > currencyIndex) cur = obj.virtualPrice[currencyIndex]; if (cur == null) { EditorGUILayout.LabelField("No currency!", GUILayout.MinWidth(70), GUILayout.MaxWidth(100)); } else { cur.name = currencyNames[currencyIndex]; EditorGUILayout.LabelField(cur.name, GUILayout.MinWidth(30), GUILayout.MaxWidth(40)); cur.amount = EditorGUILayout.IntField (cur.amount, GUILayout.MinWidth(35), GUILayout.Width(50)); } } else { obj.realPrice = EditorGUILayout.TextField (obj.realPrice, GUILayout.MaxWidth(80)); obj.fetch = EditorGUILayout.Toggle (obj.fetch, GUILayout.MaxWidth(20)); } //button for adding a requirement to this item if (!string.IsNullOrEmpty(obj.req.entry) || !string.IsNullOrEmpty(obj.req.nextId)) GUI.backgroundColor = Color.yellow; if (GUILayout.Button("R", GUILayout.Width(20))) { reqEditor = (RequirementEditor)EditorWindow.GetWindowWithRect(typeof(RequirementEditor), new Rect(0, 0, 300, 170), false, "Requirement"); reqEditor.obj = obj; } GUI.backgroundColor = Color.white; //do the same here as with the group up & down buttons //(see above) int buttonUpWidth = 22; int buttonDownWidth = 22; if (j == 0) buttonDownWidth = 48; if (j == group.items.Count - 1) buttonUpWidth = 48; //draw up & down buttons for re-ordering items in a group //this will simply switch references in the list if (j > 0 && GUILayout.Button("▲", GUILayout.Width(buttonUpWidth))) { group.items[j] = group.items[j - 1]; group.items[j - 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if (j < group.items.Count - 1 && GUILayout.Button("▼", GUILayout.Width(buttonDownWidth))) { group.items[j] = group.items[j + 1]; group.items[j + 1] = obj; EditorGUIUtility.hotControl = 0; EditorGUIUtility.keyboardControl = 0; } if(group.items.Count == 1) GUILayout.Space(52); //button for removing an item of the group GUI.backgroundColor = Color.gray; if (GUILayout.Button("X", GUILayout.Width(20))) { group.items.RemoveAt(j); break; } GUI.backgroundColor = Color.white; EditorGUILayout.EndHorizontal(); //draw platform override foldout if (obj.platformFoldout) { EditorGUILayout.LabelField("Platform Overrides"); for (int k = 0; k < obj.localIDs.Count; k++) { EditorGUILayout.BeginHorizontal(); GUILayout.Space(40); obj.localIDs[k].overridden = EditorGUILayout.BeginToggleGroup("", obj.localIDs[k].overridden); EditorGUILayout.BeginHorizontal(); obj.localIDs[k].id = EditorGUILayout.TextField(obj.localIDs[k].id, GUILayout.Width(120)); EditorGUILayout.LabelField(((IAPPlatform)k).ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndToggleGroup(); EditorGUILayout.EndHorizontal(); } } } for (int j = 0; j < headerRect.Count; j++) EditorGUI.LabelField(new Rect(headerRect[j].x, headerRect[j].y - 20, 100, 20), headerNames[j]); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(30); } //ends the scrollview defined above EditorGUILayout.EndScrollView(); }
/// <summary> /// Overload for purchasing virtual product based on its product identifier. /// </summary> public static void PurchaseProduct(IAPObject obj) { string productId = obj.id; //product is set to already owned, do nothing if(DBManager.isPurchased(productId)) { PurchaseFailed("Product already purchased."); return; } //check whether the player has enough funds bool didSucceed = DBManager.VerifyVirtualPurchase(obj); if (isDebug) Debug.Log("Purchasing virtual product " + productId + ", result: " + didSucceed); //on success, non-consumables are saved to the database. This automatically //saves the new substracted fund value, then and fire the succeeded event if (didSucceed) { if(obj.type != IAPType.consumableVirtual) DBManager.SetToPurchased(productId); purchaseSucceededEvent(productId); } else PurchaseFailed("Insufficient funds."); }