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Question by
shahin2019 · Aug 24, 2019 at 12:41 PM ·
unity 5unity 2dscriptingprobleminapp purchasegoogle-play-store
How can I made a In app Purchase code (google play store) for unity 2019.1.9 ?
How can I made a In app Purchase code (google play store) for unity 2019.1.9 ?
Because I used from below code but it did not work what is my problem please help me please I need answer quickly
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
public class ShopManager2 : MonoBehaviour, IStoreListener{
public static ShopManager2 Instance{ set; get;}
private static IStoreController m_StoreController;
private static IExtensionProvider m_StoreExtensionProvider;
public static string PRODUCT_gold = "com.de.ss.gold";
private void Awake(){
Instance = this;
}
private void Start()
{
if (m_StoreController == null)
{
InitializePurchasing();
}
}
public void InitializePurchasing()
{
// If we have already connected to Purchasing ...
if (IsInitialized())
{
// ... we are done here.
return;
}
// Create a builder, first passing in a suite of Unity provided stores.
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct(PRODUCT_gold, ProductType.Consumable);
UnityPurchasing.Initialize(this, builder);
}
private bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void golds()
{
BuyProductID(PRODUCT_gold);
}
/*public void BuyNonConsumable()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(kProductIDNonConsumable);
}
public void BuySubscription()
{
// Buy the subscription product using its the general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
// Notice how we use the general product identifier in spite of this ID being mapped to
// custom store-specific identifiers above.
BuyProductID(kProductIDSubscription);
}*/
private void BuyProductID(string productId)
{
// If Purchasing has been initialized ...
if (IsInitialized())
{
// ... look up the Product reference with the general product identifier and the Purchasing
// system's products collection.
Product product = m_StoreController.products.WithID(productId);
// If the look up found a product for this device's store and that product is ready to be sold ...
if (product != null && product.availableToPurchase)
{
Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
// ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
// asynchronously.
m_StoreController.InitiatePurchase(product);
}
// Otherwise ...
else
{
// ... report the product look-up failure situation
Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
}
}
// Otherwise ...
else
{
// ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
// retrying initiailization.
Debug.Log("BuyProductID FAIL. Not initialized.");
}
}
/* // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
// Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
public void RestorePurchases()
{
// If Purchasing has not yet been set up ...
if (!IsInitialized())
{
// ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
Debug.Log("RestorePurchases FAIL. Not initialized.");
return;
}
// If we are running on an Apple device ...
if (Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer)
{
// ... begin restoring purchases
Debug.Log("RestorePurchases started ...");
// Fetch the Apple store-specific subsystem.
var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
// Begin the asynchronous process of restoring purchases. Expect a confirmation response in
// the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
apple.RestoreTransactions((result) => {
// The first phase of restoration. If no more responses are received on ProcessPurchase then
// no purchases are available to be restored.
Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
});
}
// Otherwise ...
else
{
// We are not running on an Apple device. No work is necessary to restore purchases.
Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
}
}*/
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
// Purchasing has succeeded initializing. Collect our Purchasing references.
Debug.Log("OnInitialized: PASS");
// Overall Purchasing system, configured with products for this application.
m_StoreController = controller;
// Store specific subsystem, for accessing device-specific store features.
m_StoreExtensionProvider = extensions;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
// Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
// A consumable product has been purchased by this user.
if (String.Equals(args.purchasedProduct.definition.id,PRODUCT_gold, StringComparison.Ordinal))
{
shopping.buy30 =2002;
//DataHelper.instance.SaveState.Gold +=100;
// TODO: The non-consumable item has been successfully purchased, grant this item to the player.
}
// 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 PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
// A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing
// this reason with the user to guide their troubleshooting actions.
Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
}
}
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