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How to fix the error associated with the work in the code?
there is a game (in the game there is a button to buy for 49 rubles all levels), there are 2 scripts. In the first script there is only Purchases, and in the second the main script for the game. So I decided to check how it works and output the text to the console when running in the Editor and for some reason it is not displayed, i.e. the code doesn't work!
here is the main script code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Purchasing;
public class game : MonoBehaviour
{
public GameObject one;
public GameObject two;
public GameObject three;
public GameObject four;
public GameObject five;
public GameObject six;
public GameObject buy_panel;
private void Start()
{
PurchaseManager.OnPurchaseNonConsumable += PurchaseManager_OnPurchaseNonConsumable;
one.SetActive(false);
two.SetActive(false);
three.SetActive(false);
four.SetActive(false);
five.SetActive(false);
six.SetActive(false);
buy_panel.SetActive(false);
}
//play
public void Play_1()
{
one.SetActive(true);
}
public void Play_2()
{
two.SetActive(true);
}
//buy
public void Buy_click()
{
buy_panel.SetActive(true);
}
public void Close()
{
buy_panel.SetActive(false);
one.SetActive(false);
two.SetActive(false);
three.SetActive(false);
four.SetActive(false);
five.SetActive(false);
six.SetActive(false);
}
private void PurchaseManager_OnPurchaseNonConsumable(PurchaseEventArgs args)
{
Debug.Log("Вы купили:" + args.purchasedProduct.definition.id+"- NonConsumable");
}
using System;
using UnityEngine;
using UnityEngine.Purchasing;
public class PurchaseManager : MonoBehaviour, IStoreListener
{
private static IStoreController m_StoreController;
private static IExtensionProvider m_StoreExtensionProvider;
private int currentProductIndex;
[Tooltip("Не многоразовые товары. Больше подходит для отключения рекламы и т.п.")]
public string[] NC_PRODUCTS;
[Tooltip("Многоразовые товары. Больше подходит для покупки игровой валюты и т.п.")]
public string[] C_PRODUCTS;
/// <summary>
/// Событие, которое запускается при удачной покупке многоразового товара.
/// </summary>
public static event OnSuccessConsumable OnPurchaseConsumable;
/// <summary>
/// Событие, которое запускается при удачной покупке не многоразового товара.
/// </summary>
public static event OnSuccessNonConsumable OnPurchaseNonConsumable;
/// <summary>
/// Событие, которое запускается при неудачной покупке какого-либо товара.
/// </summary>
public static event OnFailedPurchase PurchaseFailed;
private void Awake()
{
InitializePurchasing();
}
/// <summary>
/// Проверить, куплен ли товар.
/// </summary>
/// <param name="id">Индекс товара в списке.</param>
/// <returns></returns>
public static bool CheckBuyState(string id)
{
Product product = m_StoreController.products.WithID(id);
if (product.hasReceipt) { return true; }
else { return false; }
}
public void InitializePurchasing()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
foreach (string s in C_PRODUCTS) builder.AddProduct(s, ProductType.Consumable);
foreach (string s in NC_PRODUCTS) builder.AddProduct(s, ProductType.NonConsumable);
UnityPurchasing.Initialize(this, builder);
}
private bool IsInitialized()
{
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void BuyConsumable(int index)
{
currentProductIndex = index;
BuyProductID(C_PRODUCTS[index]);
}
public void BuyNonConsumable(int index)
{
currentProductIndex = index;
BuyProductID(NC_PRODUCTS[index]);
}
void BuyProductID(string productId)
{
if (IsInitialized())
{
Product product = m_StoreController.products.WithID(productId);
if (product != null && product.availableToPurchase)
{
Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
m_StoreController.InitiatePurchase(product);
}
else
{
Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
OnPurchaseFailed(product, PurchaseFailureReason.ProductUnavailable);
}
}
}
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
Debug.Log("OnInitialized: PASS");
m_StoreController = controller;
m_StoreExtensionProvider = extensions;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
if (C_PRODUCTS.Length > 0 && String.Equals(args.purchasedProduct.definition.id, C_PRODUCTS[currentProductIndex], StringComparison.Ordinal))
OnSuccessC(args);
else if (NC_PRODUCTS.Length > 0 && String.Equals(args.purchasedProduct.definition.id, NC_PRODUCTS[currentProductIndex], StringComparison.Ordinal))
OnSuccessNC(args);
else Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
return PurchaseProcessingResult.Complete;
}
public delegate void OnSuccessConsumable(PurchaseEventArgs args);
protected virtual void OnSuccessC(PurchaseEventArgs args)
{
if (OnPurchaseConsumable != null) OnPurchaseConsumable(args);
Debug.Log(C_PRODUCTS[currentProductIndex] + " Buyed!");
}
public delegate void OnSuccessNonConsumable(PurchaseEventArgs args);
protected virtual void OnSuccessNC(PurchaseEventArgs args)
{
if (OnPurchaseNonConsumable != null) OnPurchaseNonConsumable(args);
Debug.Log(NC_PRODUCTS[currentProductIndex] + " Buyed!");
}
public delegate void OnFailedPurchase(Product product, PurchaseFailureReason failureReason);
protected virtual void OnFailedP(Product product, PurchaseFailureReason failureReason)
{
if (PurchaseFailed != null) PurchaseFailed(product, failureReason);
Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
OnFailedP(product, failureReason);
}
}
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what is the platform?
Android perhaps? What about play store purchases?
and in the log there are messages about successful initialization and the like?))
and if android - then imagine all this will work on the device, not in the Editor. (you don’t have the Play Store in Windows, oddly enough)))
and if, again, some kind of mobile platform, then the documentation describes how to test, do not forget to set up developer consoles, test accounts, beta alpha versions and everything else (on ios Also, not everything is so simple that you launched the Editor and you're done))
Read the documentation. collect and read logs. test on the device. good luck.
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