Unity接入苹果内购

文章目录

  • 前言
  • 一、苹果内购是什么?
  • 二、Unity接入内购
    • 1.开启内购
    • 2.使用内购
  • 总结


前言

Unity接入苹果内购前,需要提前配置好产品的内购ID以及拥有苹果账号,关于这个提前准备各位需要自行百度解决(笔者是运维那边配置好了内购ID直接发ID给我使用即可)


一、苹果内购是什么?

大多数游戏在苹果商城下载的游戏,付费时不可避免的都要通过苹果的内购来进行付款(切支付的除外),虽然不可避免的都要接受苹果的抽成,但总得来说,还是相对方便的。那么以下是在Unity中加入内购的方法。

二、Unity接入内购

1.开启内购

1、通过Window->General->Services,打开Unity服务面板。
2、选择In-App Purchasing。
3、如果没有工程ID需要创建,选择是否应用针对13岁以下的儿童。创建了可跳过这步。
4、将Off改成On,即内购开启完成。

图解如下:

Unity接入苹果内购_第1张图片
Unity接入苹果内购_第2张图片
Unity接入苹果内购_第3张图片
Unity接入苹果内购_第4张图片
Unity接入苹果内购_第5张图片

2.使用内购

使用内购的方法主要有两种,一种是通过Unity安装好的UnityIAP来创建内购按钮,并且给按钮配置好相应的内购ID,即可使用.第二种是自己写个内购ID管理,然后通过按钮调用点击方法来验证返回ID并给予奖励.(笔者使用的是第二种方法,第一种方法太过繁琐麻烦就没使用和研究了.)
直接创建IAPManager脚本,完整代码如下:

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


[Serializable]
public class Products  //产品类
{
    public string id;  //产品内购ID
    public int productType; //产品类型
}

public class IAPManager : MonoBehaviour, IStoreListener
{
    public static IAPManager instance;  //单例
    public List<Products> products = new List<Products>();//所有产品列表,公有为了方便直接输入
    public string publicKey;//游戏的公共密钥,在苹果ITC后台创建APP的时候有个

    ConfigurationBuilder builder;
    private IStoreController m_Controller;
    private IAppleExtensions m_AppleExtensions;


    private static bool isInited = false;
    private bool isInitFailed = false;

    public GameObject wait;//购买产品等待回应时显示的旋转动画,因为要跨场景所以使用的预制体
    GameObject waitPanel;//实例化预制体后的对象

    public void Awake()
    {
        if (instance != null)
        {
            Destroy(gameObject);
            return;
        }
        instance = this;
        DontDestroyOnLoad(this);

        if (!isInited)
            InitPurchase();

    }

    //初始化内购
    void InitPurchase()
    {
        Debug.Log("初始化");
        var module = StandardPurchasingModule.Instance();
        builder = ConfigurationBuilder.Instance(module);
        for (int i = 0; i < products.Count; i++)
        {
            builder.AddProduct(products[i].id,
            (ProductType)products[i].productType);
        }
        UnityPurchasing.Initialize(this, builder);
    }
    /// 
    /// 初始化成功
    /// 
    /// Controller.
    /// Extensions.
    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        Debug.Log("初始化成功");
        m_Controller = controller;
        m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
        m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
        isInited = true;
    }
    /// 
    /// iOS ⽹网络延迟错误
    /// 
    /// Item.
    private void OnDeferred(Product item)
    {
        Debug.Log("⽹网络连接不不稳");
    }
    /// 
    /// 初始化失败
    /// 
    /// Error.
    public void OnInitializeFailed(InitializationFailureReason error)
    {
        isInitFailed = true;
        Debug.Log("初始化失败");
        Debug.Log("IAPInitializeFailed!!!" + "Reason:" + error);
    }
    /// 
    /// 恢复购买
    /// 
    public void RestorePurchases()
    {
        if (Application.platform == RuntimePlatform.IPhonePlayer ||
        Application.platform == RuntimePlatform.OSXPlayer)
        {
            if (!isInited)
            {
                //loading.SetActive(false);
                InitPurchase();
            }
            StartCoroutine("InitAndRestore");
        }
    }
    IEnumerator InitAndRestore()
    {
        if (isInitFailed || !isInited)
        {
            //初始化失败
            StopCoroutine("InitAndRestore");
        }
        yield return new WaitUntil(() =>
        {
            return m_Controller != null && m_AppleExtensions != null;
        });
        m_AppleExtensions.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.");
            if (result)
            {
                //产品已经restore,不不过官⽅方的解释是恢复过程成功了了,并不不代表所购买的物品都恢复了了
            }
            else
            {
                // 恢复失败
            }
            StopCoroutine("InitAndRestore");
        });
    }
    /// 
    /// 按钮点击  也可以重写为传入产品ID  此处是序列号,按钮调用的时间为这个,参数为产品内购ID
    /// 
    /// Index.
    public void OnPurchaseClicked(int index)
    {
        if (Application.platform == RuntimePlatform.IPhonePlayer ||
        Application.platform == RuntimePlatform.OSXPlayer ||
        Application.platform == RuntimePlatform.OSXEditor)
        {
            waitPanel = Instantiate(wait, transform);
            waitPanel.transform.SetParent(GameObject.Find("Canvas").transform, false);

            if (!isInited)
                InitPurchase();
            StartCoroutine("InitAndPurchase", index);
        }
    }
    IEnumerator InitAndPurchase(int index)
    {
        if (isInitFailed || !isInited)
        {
            //初始化失败
            StopCoroutine("InitAndPurchase");
        }
        yield return new WaitUntil(() =>
        {
            return m_Controller != null && m_AppleExtensions != null;
        });
        m_Controller.InitiatePurchase(products[index].id);
        StopCoroutine("InitAndPurchase");
    }
    /// 
    /// 购买成功回调
    /// 
    /// The purchase.
    /// E.
    public PurchaseProcessingResult
    ProcessPurchase(PurchaseEventArgs e)
    {
        Debug.Log("购买成功回调");
        if (e.purchasedProduct.definition.id == products[0].id)  //产品ID验证要发放什么奖励
        {
            //此处可以对订单进行验证,因为我们项目吧验证放到服务器了,所以我们可以把购买成功后的凭证发给服务器去验证
            //这个购买验证码特别特别长,验证分为沙盒验证和真实验证 就不赘述了
            //处理
        }
        else if (e.purchasedProduct.definition.id == products[1].id)
        {

            
        }
        else if (e.purchasedProduct.definition.id == products[2].id)
        {

           
        }
        else if (e.purchasedProduct.definition.id == products[3].id)
        {

            
        }
        else if (e.purchasedProduct.definition.id == products[4].id)
        {

           
        }
        else if (e.purchasedProduct.definition.id == products[5].id)
        {

           
        }
        else if (e.purchasedProduct.definition.id == products[6].id)
        {

            
        }
        else if (e.purchasedProduct.definition.id == products[7].id)
        {

           
        }
        else if (e.purchasedProduct.definition.id == products[8].id)
        {

            
        }
        else if (e.purchasedProduct.definition.id == products[9].id)
        {

        }
        else if (e.purchasedProduct.definition.id == products[10].id)
        {

            
        }
        else if (e.purchasedProduct.definition.id == products[11].id)
        {

           
        }
        else if (e.purchasedProduct.definition.id == products[12].id)
        {

           
        }

       

        if (waitPanel)
            Destroy(waitPanel);

        return PurchaseProcessingResult.Complete;
    }
    public void OnPurchaseFailed(Product i, PurchaseFailureReason p)
    {
        //购买失败的逻辑
        if (waitPanel)
            Destroy(waitPanel);
        //Debug.Log("购买失败的逻辑");
    }
}

注释已经解释清楚,代码参考链接为:
Unity接入苹果内购(IAP)

Tips:如果你后面更新了IAP的版本,并且出现错误的话,可以删除原来的Assets下的Purchasing文件夹。

总结

以上就是今天要讲的内容,本文仅仅简单介绍了如何在Unity中接入苹果内购。希望本篇文章对大家有所帮助,欢迎大家下方评论。

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