public bool HavePurchasedUnlimitedThrow(string productId) { //from local //need not by user appleId, need not to be so strict if (1 == GamePrefs.GetSingleton().localPalyerPrefs.GetInt(GetProductBoughtPrefKey(productId))) { return(true); } if (!IsInitialized()) { Log.Error("store have not inited yet."); return(false); } Product product = m_StoreController.products.WithID(productId); if (null == product) { Log.Error("can not found product " + productId); return(false); } return(product.hasReceipt); }
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args) { // A consumable product has been purchased by this user. if (String.Equals(args.purchasedProduct.definition.id, Constants.store_savetheegg_noads, StringComparison.Ordinal)) { //store local Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id)); // The consumable item has been successfully purchased, add 100 coins to the player's in-game score. if (args.purchasedProduct.hasReceipt) { GamePrefs.GetSingleton().localPalyerPrefs.SetInt(GetProductBoughtPrefKey(Constants.store_savetheegg_noads), 1); } } // Or ... an unknown product has been purchased by this user. Fill in additional products here.... else { Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id)); } // Return a flag indicating whether this product has completely been received, or if the application needs // to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still // saving purchased products to the cloud, and when that save is delayed. return(PurchaseProcessingResult.Complete); }
public void DebugClean() { _boughtNoAds = false; GamePrefs.GetSingleton().localPalyerPrefs.SetInt(GetProductBoughtPrefKey(Constants.store_savetheegg_noads), 0); }