Пример #1
0
        public override void OnInspectorGUI()
        {
            IAPModule iap     = (IAPModule)target;
            var       catalog = iap.allProducts;

            if (catalog.Count > 0)
            {
                EditorGUILayout.LabelField(new GUIContent("NoAds ID:", "Select a product from the IAP catalog"));

                m_ValidIDs.Clear();
                m_ValidIDs.Add(kNoProduct);

                foreach (var product in catalog)
                {
                    m_ValidIDs.Add(product.id);
                }

                int currentIndex = string.IsNullOrEmpty(iap.noAdsProductId) ? 0 : m_ValidIDs.IndexOf(iap.noAdsProductId);
                int newIndex     = EditorGUILayout.Popup(currentIndex, m_ValidIDs.ToArray());
                if (newIndex > 0 && newIndex < m_ValidIDs.Count)
                {
                    m_ProductIDProperty.stringValue = m_ValidIDs[newIndex];
                }
                else
                {
                    m_ProductIDProperty.stringValue = string.Empty;
                }
                EditorGUILayout.HelpBox(new GUIContent("Id продукта, который отключает рекламу"));
                EditorGUILayout.Space();

                EditorGUILayout.PropertyField(m_AppCaption);
                EditorGUILayout.HelpBox(new GUIContent("Корректировка заголовка, для правильного отображения названия продукта. Product(GameName)->Product"));
                EditorGUILayout.Space();

                EditorGUILayout.LabelField(new GUIContent("Каталог продуктов:"));
            }
            else
            {
                EditorGUILayout.HelpBox(new GUIContent("Добавьте все продукты из магазинов GooglePlay и AppStore"));
            }

            DrawPropertiesExcluding(serializedObject, catalog.Count == 0 ? restoreExcludedFields : excludedFields);

            serializedObject.ApplyModifiedProperties();
        }
Пример #2
0
        private static IExtensionProvider storeExtensionProvider; // The store-specific Purchasing subsystems.

        // Product identifiers for all products capable of being purchased:
        // "convenience" general identifiers for use with Purchasing, and their store-specific identifier
        // counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers
        // also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)

        // General product identifiers for the consumable, non-consumable, and subscription products.
        // Use these handles in the code to reference which product to purchase. Also use these values
        // when defining the Product Identifiers on the store. Except, for illustration purposes, the
        // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
        // specific mapping to Unity Purchasing's AddProduct, below.
        //        public static string kProductIDConsumable = "consumable";
        //        public static string kProductIDNonConsumable = "nonconsumable";
        //        public static string kProductIDSubscription = "subscription";

        // Apple App Store-specific product identifier for the subscription product.
        //        private static string kProductNameAppleSubscription = "com.unity3d.subscription.new";

        // Google Play Store-specific product identifier subscription product.
        //        private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original";

        void Awake()
        {
            //if (instance == null)
            //{ // Экземпляр менеджера был найден
            instance = this; // Задаем ссылку на экземпляр объекта
            //}
            //else if (instance == this)
            //{ // Экземпляр объекта уже существует на сцене
            //    Destroy(gameObject); // Удаляем объект
            //}

            if (removeAppCaption == "Game Name")
            {
                removeAppCaption = Application.productName;
            }
            removeAppCaption = "(" + removeAppCaption + ")";

            DontDestroyOnLoad(gameObject);
        }