//init google market -> purchase -> OnProductPurchаsed (consume) -> OnProductConsumed // Use this for initialization void Start() { //Debug.Log("Start market"); if (GetComponent <Purchaser>() != null) { GetComponent <Purchaser>().Start(); } //дальше, если market if (ctrProgressClass.progress.Count == 0) { ctrProgressClass.getProgress(); } //если бустеры if (name != "market") { return; } if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); staticClass.setBoostersLabels(); gameObject.SetActive(false); }
// Use this for initialization void Start() { if (initClass.progress.Count == 0) { initClass.getProgress(); } Debug.Log("init market"); if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); if (ListnersAdded) { return; } //Filling product list //You can skip this if you alredy did this in Editor settings menu AndroidInAppPurchaseManager.instance.addProduct(coins1); AndroidInAppPurchaseManager.instance.addProduct(coins2); AndroidInAppPurchaseManager.instance.addProduct(complect); //listening for purchase and consume events AndroidInAppPurchaseManager.instance.addEventListener(AndroidInAppPurchaseManager.ON_PRODUCT_PURCHASED, OnProductPurchased); AndroidInAppPurchaseManager.instance.addEventListener(AndroidInAppPurchaseManager.ON_PRODUCT_CONSUMED, OnProductConsumed); //initilaizing store AndroidInAppPurchaseManager.instance.addEventListener(AndroidInAppPurchaseManager.ON_BILLING_SETUP_FINISHED, OnBillingConnected); //you may use loadStore function without parametr if you have filled base64EncodedPublicKey in plugin settings AndroidInAppPurchaseManager.instance.loadStore(); ListnersAdded = true; gameObject.SetActive(false); }
// Use this for initialization void Start() { if (initClass.progress.Count == 0) { initClass.getProgress(); } Debug.Log("init market"); if (instance != null) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); if (ListnersAdded) { return; } //Filling product list //You can skip this if you alredy did this in Editor settings menu AndroidInAppPurchaseManager.Instance.AddProduct(coins1); AndroidInAppPurchaseManager.Instance.AddProduct(coins2); AndroidInAppPurchaseManager.Instance.AddProduct(complect); //listening for purchase and consume events //off AndroidInAppPurchaseManager.instance.addEventListener (AndroidInAppPurchaseManager.ON_PRODUCT_PURCHASED, OnProductPurchased); //off AndroidInAppPurchaseManager.instance.addEventListener (AndroidInAppPurchaseManager.ON_PRODUCT_CONSUMED, OnProductConsumed); //initilaizing store //off AndroidInAppPurchaseManager.instance.addEventListener (AndroidInAppPurchaseManager.ON_BILLING_SETUP_FINISHED, OnBillingConnected); //you may use loadStore function without parametr if you have filled base64EncodedPublicKey in plugin settings //off AndroidInAppPurchaseManager.instance.loadStore(); ListnersAdded = true; //gameObject.SetActive(false); transform.position = new Vector3(0, 0, -10000); boostersLabel.text = initClass.progress["boosters"].ToString(); }