Unity IAP 谷歌支付,ios支付——最白话,手把手教你做系列。

Unity IAP支付接入——谷歌支付,IOS支付。
申请商品ID不再赘述。
两个部分
一,接入SDK
打开unity选择Window——Services出现Services窗口
Unity IAP 谷歌支付,ios支付——最白话,手把手教你做系列。_第1张图片
打开In-App-Purchasing。
Unity IAP 谷歌支付,ios支付——最白话,手把手教你做系列。_第2张图片
跳转到下个页面。选择Import,开始下载安装SDK
Unity IAP 谷歌支付,ios支付——最白话,手把手教你做系列。_第3张图片
安装完成出现以下目录。
Unity IAP 谷歌支付,ios支付——最白话,手把手教你做系列。_第4张图片
第一步结束。

第二步。
代码部分

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;

// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, 
// one of the existing Survival Shooter scripts.
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
//脚本需在调用购买方法之前初始化
    public class Purchaser : MonoBehaviour, IStoreListener

    {  //定义商品
        private const string product_1 = "商品ID1";
        private const string product_2 = "商品ID2";
        private const string product_3 = "商品ID3";

        private static IStoreController m_StoreController;          // The Unity Purchasing system.
        private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.

        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 Start()
        {
            // If we haven't set up the Unity Purchasing reference
            if (m_StoreController == null)
            {
                // Begin to configure our connection to Purchasing
                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());

            //添加商品ID和类型 对应定义的商品ID
            builder.AddProduct(product_1, ProductType.Consumable, new IDs
            {
                {"商品ID1", GooglePlay.Name }
            });
            builder.AddProduct(product_2, ProductType.Consumable, new IDs
            {
                {"商品ID1", GooglePlay.Name }
            });
            builder.AddProduct(product_3, ProductType.Consumable, new IDs
            {
                {"商品ID1", GooglePlay.Name }
            });


            // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration 
            // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
            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 BuyConsumable()
        {
            // Buy the consumable product using its general identifier. Expect a response either 
            // through ProcessPurchase or OnPurchaseFailed asynchronously.
            BuyProductID(kProductIDConsumable);
        }
        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);
        }

    //购买商品调用的方法
        public 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();
                // Begin the asynchronous process of restoring purchases. Expect a confirmation response in 
                // the Action 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);
            }
        }
        //  
        // --- IStoreListener
        //
        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);
        }

    //购买不同商品结束后的处理方法 对应定义的商品
        public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
        {

            // A consumable product has been purchased by this user.
            if (String.Equals(args.purchasedProduct.definition.id, product_1, StringComparison.Ordinal))
            {
                        //商品1购买成功逻辑

            } else if (String.Equals(args.purchasedProduct.definition.id, product_2, StringComparison.Ordinal)) {

                        //商品2购买成功逻辑     
            }
            else if (String.Equals(args.purchasedProduct.definition.id, product_3, StringComparison.Ordinal))
            {
                        //商品3购买成功逻辑
            }
            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 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));
        }
    }

代码可以挂在你的商品页面上。确保在调用购买方法之前初始化即可。ios,只用修改对应商品ID即可。

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