/// <summary> /// Updates the UI fields for data about the focused character (e.g. name, price). /// </summary> private void UpdateFocusAreaFields() { if (m_focusedItem == null) { return; } // Get character type of focused item int scrollItemIndex = m_focusedItem.ScrollItem.Index; // Get character struct CharacterResource.CharacterStruct charStruct = m_characterResource.GetCharacterStruct((CharacterType)(scrollItemIndex)); m_characterNameText.SetText(charStruct.Name); // Show/hide buttons or text depending on whether character is owned and/or buyable if (m_focusedItem.IsOwned) { // Show play character and share buttons m_playCharacterBtn.gameObject.SetActive(true); m_charSelectShareBtn.gameObject.SetActive(true); // Hide the buy button and locked sprites m_buyCharacterBtn.gameObject.SetActive(false); m_characterPriceText.SetText(""); m_lockedCharacterRoot.gameObject.SetActive(false); m_shareLockedSprite.gameObject.SetActive(false); // Set color of character name text m_characterNameText.SetColor(m_ownedCharNameColor); } else { // Hide play button m_playCharacterBtn.gameObject.SetActive(false); // Hide share button and show locked sprite m_charSelectShareBtn.gameObject.SetActive(false); m_shareLockedSprite.gameObject.SetActive(true); // Set color of character name text m_characterNameText.SetColor(m_unownedCharNameColor); // Show/hide buy button and locked sprite depending on whether character is buyable m_buyCharacterBtn.gameObject.SetActive(charStruct.IsBuyable); m_lockedCharacterRoot.gameObject.SetActive(!charStruct.IsBuyable); // If buyable, show character price. Else, leave price text empty. // TODO: Format price with the proper currency m_characterPriceText.SetText(charStruct.IsBuyable ? "$" + charStruct.Price.ToString("0.00") : ""); } }
/// <summary> /// Initializes this instance. /// </summary> public void Initialize(CharacterResource charResource, Action <string> charPurchaseSucceededDelegate, Action <string> charPurchaseCancelledDelegate, Action restoreTransactionsCompletedDelegate, Action restoreTransactionsFailedDelegate, Action <int> coinBalanceChangedDelegate, Action <int> gachaBalanceChangedDelegate) { // Initialize only once if (m_isInitialized) { return; } // Set up character data in Soomla's StoreAssets CRCAssets.CharactersLTVGArray = new EquippableVG[charResource.CharacterCount]; m_charItemIDDictionary.Clear(); // For testing: Index used for assigning test product IDs //int testIDIndex = 0; for (int index = 0; index < charResource.CharacterCount; ++index) { CharacterType character = (CharacterType)index; CharacterResource.CharacterStruct charData = charResource.GetCharacterStruct(character); // Check if character is buyable PurchaseType purchaseType = new PurchaseWithMarket(charData.ItemID, charData.Price); /* * // For testing: Use test product IDs for the first four purchasable characters * PurchaseType purchaseType = null; * string productID = charData.ItemID; * if (charData.IsBuyable) * { * if (testIDIndex == 0) productID = CRCAssets.PURCHASED_TEST_ID; * else if (testIDIndex == 1) productID = CRCAssets.CANCELED_TEST_ID; * else if (testIDIndex == 2) productID = CRCAssets.REFUNDED_TEST_ID; * else if (testIDIndex == 3) productID = CRCAssets.UNAVAILABLE_TEST_ID; * testIDIndex++; * } * purchaseType = new PurchaseWithMarket(productID, charData.Price); * //purchaseType = new PurchaseWithMarket(CRCAssets.PURCHASED_TEST_ID, charData.Price); */ // Create equippable virtual good instance for each character CRCAssets.CharactersLTVGArray[index] = new EquippableVG( EquippableVG.EquippingModel.CATEGORY, charData.Name, "", charData.ItemID, purchaseType); // Add the item ID and character type to a dictionary if (!m_charItemIDDictionary.ContainsKey(charData.ItemID)) { m_charItemIDDictionary.Add(charData.ItemID, character); } } // Create an instance of the in-game implementation of IStoreAssets CRCAssets crcAssets = new CRCAssets(); // Update the list of character goods for (int index = 0; index < charResource.CharacterCount; ++index) { crcAssets.AddToCharacterGoodsList(CRCAssets.CharactersLTVGArray[index]); } // Finalize character goods collections before initializing Soomla Store crcAssets.FinalizeCharacterGoods(); // Save delegates m_charPurchaseSucceededDelegate = charPurchaseSucceededDelegate; m_charPurchaseCancelledDelegate = charPurchaseCancelledDelegate; m_restoreTransactionsCompletedDelegate = restoreTransactionsCompletedDelegate; m_restoreTransactionsFailedDelegate = restoreTransactionsFailedDelegate; m_coinBalanceChangedDelegate = coinBalanceChangedDelegate; m_gachaBalanceChangedDelegate = gachaBalanceChangedDelegate; // Subscribe to Store events StoreEvents.OnSoomlaStoreInitialized += OnSoomlaStoreInitialized; StoreEvents.OnCurrencyBalanceChanged += OnCurrencyBalanceChanged; StoreEvents.OnMarketPurchaseStarted += OnMarketPurchaseStarted; StoreEvents.OnMarketPurchase += OnMarketPurchase; StoreEvents.OnMarketPurchaseCancelled += OnMarketPurchaseCancelled; StoreEvents.OnMarketRefund += OnMarketRefund; StoreEvents.OnRestoreTransactionsStarted += OnRestoreTransactionsStarted; StoreEvents.OnRestoreTransactionsFinished += OnRestoreTransactionsFinished; StoreEvents.OnUnexpectedStoreError += OnUnexpectedStoreError; // Initialize rewards m_firstLaunchReward = new VirtualItemReward( "first-launch", "Give coins at first launch", CRCAssets.COIN_CURRENCY_ITEM_ID, FIRST_LAUNCH_REWARD_AMOUNT); // Initialize the store with the in-game implementation of IStoreAssets // Note: This must be done after setting up values in the store assets class SoomlaStore.Initialize(crcAssets); }