Hi, I have a problem after that finalizes the purchase of IAP google play, I need you when the purchase is carried out correctly (which is already happening) the product is added to the player (for example, add coins).
My question is: I need some acresentar prefab script in my currency?
or need to adjust something in the script Demo API?
my script ::
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_STANDALONE_OSX || UNITY_TVOS
// You must obfuscate your secrets using Window > Unity IAP > Receipt Validation Obfuscator
// before receipt validation will compile in this sample.
// #define RECEIPT_VALIDATION
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Purchasing;
using UnityEngine.UI;
#if RECEIPT_VALIDATION
using UnityEngine.Purchasing.Security;
#endif
///
/// An example of basic Unity IAP functionality.
/// To use with your account, configure the product ids (AddProduct)
/// and Google Play key (SetPublicKey).
///
[AddComponentMenu("Unity IAP/Demo")]
public class IAPDemo : MonoBehaviour, IStoreListener
{
// Unity IAP objects
private IStoreController m_Controller;
private IAppleExtensions m_AppleExtensions;
private ISamsungAppsExtensions m_SamsungExtensions;
public static IAPDemo instance;
private int m_SelectedItemIndex = 1; // -1 == no product
private bool m_PurchaseInProgress;
private Selectable m_InteractableSelectable; // Optimization used for UI state management
private bool m_IsSamsungAppsStoreSelected;
#if RECEIPT_VALIDATION
private CrossPlatformValidator validator;
#endif
///
/// This will be called when Unity IAP has finished initialising.
///
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
instance = this;
m_Controller = controller;
m_AppleExtensions = extensions.GetExtension ();
m_SamsungExtensions = extensions.GetExtension ();
InitUI(controller.products.all);
// On Apple platforms we need to handle deferred purchases caused by Apple's Ask to Buy feature.
// On non-Apple platforms this will have no effect; OnDeferred will never be called.
m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
Debug.Log("Available items:");
foreach (var item in controller.products.all)
{
if (item.availableToPurchase)
{
Debug.Log(string.Join(" - ",
new[]
{
item.metadata.localizedTitle,
item.metadata.localizedDescription,
item.metadata.isoCurrencyCode,
item.metadata.localizedPrice.ToString(),
item.metadata.localizedPriceString,
item.transactionID,
item.receipt
}));
}
}
// Prepare model for purchasing
if (m_Controller.products.all.Length > 0)
{
m_SelectedItemIndex = 0;
}
// Populate the product menu now that we have Products
for (int t = 0; t < m_Controller.products.all.Length; t++)
{
var item = m_Controller.products.all[t];
var description = string.Format("{0} - {1}", item.metadata.localizedTitle, item.metadata.localizedPriceString);
// NOTE: my options list is created in InitUI
GetDropdown().options[t] = new Dropdown.OptionData(description);
}
// Ensure I render the selected list element
GetDropdown().RefreshShownValue();
// Now that I have real products, begin showing product purchase history
UpdateHistoryUI();
}
///
/// This will be called when a purchase completes.
///
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
{
Debug.Log("Purchase OK: " + e.purchasedProduct.definition.id);
Debug.Log("Receipt: " + e.purchasedProduct.receipt);
m_PurchaseInProgress = false;
// Now that my purchase history has changed, update its UI
UpdateHistoryUI();
#if RECEIPT_VALIDATION
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer) {
try {
var result = validator.Validate(e.purchasedProduct.receipt);
Debug.Log("Receipt is valid. Contents:");
foreach (IPurchaseReceipt productReceipt in result) {
Debug.Log(productReceipt.productID);
Debug.Log(productReceipt.purchaseDate);
Debug.Log(productReceipt.transactionID);
GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
if (null != google) {
Debug.Log(google.purchaseState);
Debug.Log(google.purchaseToken);
}
AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
if (null != apple) {
Debug.Log(apple.originalTransactionIdentifier);
Debug.Log(apple.subscriptionExpirationDate);
Debug.Log(apple.cancellationDate);
Debug.Log(apple.quantity);
}
}
} catch (IAPSecurityException) {
Debug.Log("Invalid receipt, not unlocking content");
return PurchaseProcessingResult.Complete;
}
}
#endif
// You should unlock the content here.
// Indicate we have handled this purchase, we will not be informed of it again.x
return PurchaseProcessingResult.Complete;
}
///
/// This will be called is an attempted purchase fails.
///
public void OnPurchaseFailed(Product item, PurchaseFailureReason r)
{
Debug.Log("Purchase failed: " + item.definition.id);
Debug.Log(r);
m_PurchaseInProgress = false;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
Debug.Log("Billing failed to initialize!");
switch (error)
{
case InitializationFailureReason.AppNotKnown:
Debug.LogError("Is your App correctly uploaded on the relevant publisher console?");
break;
case InitializationFailureReason.PurchasingUnavailable:
// Ask the user if billing is disabled in device settings.
Debug.Log("Billing disabled!");
break;
case InitializationFailureReason.NoProductsAvailable:
// Developer configuration error; check product metadata.
Debug.Log("No products available for purchase!");
break;
}
}
public void Awake()
{
var module = StandardPurchasingModule.Instance();
// The FakeStore supports: no-ui (always succeeding), basic ui (purchase pass/fail), and
// developer ui (initialization, purchase, failure code setting). These correspond to
// the FakeStoreUIMode Enum values passed into StandardPurchasingModule.useFakeStoreUIMode.
module.useFakeStoreUIMode = FakeStoreUIMode.StandardUser;
var builder = ConfigurationBuilder.Instance(module);
// This enables the Microsoft IAP simulator for local testing.
// You would remove this before building your release package.
builder.Configure().useMockBillingSystem = true;
// Define our products.
// In this case our products have the same identifier across all the App stores,
// except on the Mac App store where product IDs cannot be reused across both Mac and
// iOS stores.
// So on the Mac App store our products have different identifiers,
// and we tell Unity IAP this by using the IDs class.
builder.AddProduct("diamantes700", ProductType.Consumable, new IDs
{
{"diamantes700", MacAppStore.Name},
});
builder.AddProduct("moedas500", ProductType.Consumable, new IDs
{
{"moedas500", MacAppStore.Name},
});
// Write Amazon's JSON description of our products to storage when using Amazon's local sandbox.
// This should be removed from a production build.
builder.Configure().WriteSandboxJSON(builder.products);
// This enables simulated purchase success for Samsung IAP.
// You would remove this, or set to SamsungAppsMode.Production, before building your release package.
builder.Configure().SetMode(SamsungAppsMode.AlwaysSucceed);
// This records whether we are using Samsung IAP. Currently ISamsungAppsExtensions.RestoreTransactions
// displays a blocking Android Activity, so:
// A) Unity IAP does not automatically restore purchases on Samsung Galaxy Apps
// B) IAPDemo (this) displays the "Restore" GUI button for Samsung Galaxy Apps
m_IsSamsungAppsStoreSelected = module.androidStore == AndroidStore.SamsungApps;
// This selects the GroupId that was created in the Tizen Store for this set of products
// An empty or non-matching GroupId here will result in no products available for purchase
builder.Configure().SetGroupId("100000085616");
#if RECEIPT_VALIDATION
validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(), Application.bundleIdentifier);
#endif
// Now we're ready to initialize Unity IAP.
UnityPurchasing.Initialize(this, builder);
}
///
/// This will be called after a call to IAppleExtensions.RestoreTransactions().
///
private void OnTransactionsRestored(bool success)
{
Debug.Log("Transactions restored.");
}
///
/// iOS Specific.
/// This is called as part of Apple's 'Ask to buy' functionality,
/// when a purchase is requested by a minor and referred to a parent
/// for approval.
///
/// When the purchase is approved or rejected, the normal purchase events
/// will fire.
///
/// Item.
private void OnDeferred(Product item)
{
Debug.Log("Purchase deferred: " + item.definition.id);
}
private void InitUI(IEnumerable items)
{
// Disable the UI while IAP is initializing
// See also UpdateInteractable()
m_InteractableSelectable = GetDropdown(); // References any one of the disabled components
// Show Restore button on Apple platforms
if (! (Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer ||
m_IsSamsungAppsStoreSelected ) )
{
GetRestoreButton().gameObject.SetActive(false);
}
foreach (var item in items)
{
// Add initial pre-IAP-initialization content. Update later in OnInitialized.
var description = string.Format("{0} - {1}", item.definition.id, item.definition.type);
GetDropdown().options.Add(new Dropdown.OptionData(description));
}
// Ensure I render the selected list element
GetDropdown().RefreshShownValue();
GetDropdown().onValueChanged.AddListener((int selectedItem) => {
Debug.Log("OnClickDropdown item " + selectedItem);
m_SelectedItemIndex = selectedItem;
});
// Initialize my button event handling
GetBuyButton().onClick.AddListener(() => {
if (m_PurchaseInProgress == true) {
return;
}
m_Controller.InitiatePurchase(m_Controller.products.all[m_SelectedItemIndex]);
// Don't need to draw our UI whilst a purchase is in progress.
// This is not a requirement for IAP Applications but makes the demo
// scene tidier whilst the fake purchase dialog is showing.
m_PurchaseInProgress = true;
});
if (GetRestoreButton() != null)
{
GetRestoreButton().onClick.AddListener(() =>
{
if (m_IsSamsungAppsStoreSelected)
{
m_SamsungExtensions.RestoreTransactions(OnTransactionsRestored);
}
else
{
m_AppleExtensions.RestoreTransactions(OnTransactionsRestored);
}
});
}
}
public void UpdateHistoryUI()
{
if (m_Controller == null)
{
return;
}
var itemText = "Item\n\n";
var countText = "Purchased\n\n";
for (int t = 0; t < m_Controller.products.all.Length; t++)
{
var item = m_Controller.products.all [t];
// Collect history status report
itemText += "\n\n" + item.definition.id;
countText += "\n\n" + item.hasReceipt.ToString();
}
// Show history
GetText(false).text = itemText;
GetText(true).text = countText;
}
protected void UpdateInteractable()
{
if (m_InteractableSelectable == null)
{
return;
}
bool interactable = m_Controller != null;
if (interactable != m_InteractableSelectable.interactable)
{
if (GetRestoreButton() != null)
{
GetRestoreButton().interactable = interactable;
}
GetBuyButton().interactable = interactable;
GetDropdown().interactable = interactable;
}
}
public void Update()
{
UpdateInteractable();
}
private Dropdown GetDropdown()
{
return GameObject.Find("Dropdown").GetComponent();
}
private Button GetBuyButton()
{
return GameObject.Find("Buy").GetComponent
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