我有一个适用于Android的Unity3D游戏,在此游戏中,我使用的是Unity IAP系统,一切正常,但是如果播放器没有我所拥有的三个订阅中的任何一个,我将无法获取可用。我当前的代码是这样:
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
// Purchasing has succeeded initializing. Collect our Purchasing references.
Debug.Log("OnInitialized: PASS");
m_GooglePlayExtensions = extensions.GetExtension<IGooglePlayStoreExtensions>();
// Overall Purchasing system, configured with products for this application.
m_StoreController = controller;
// Store specific subsystem, for accessing device-specific store features.
m_StoreExtensionProvider = extensions;
Dictionary<string, string> Dict = m_GooglePlayExtensions.GetProductJSONDictionary();
foreach ( Product item in controller.products.all)
{
if (item.receipt != null)
{
if (item.definition.type == ProductType.Subscription)
{
print("Subscription");
string json = (Dict == null || !Dict.ContainsKey(item.definition.storeSpecificId)) ? null : Dict[item.definition.storeSpecificId];
SubscriptionManager s = new SubscriptionManager(item, json);
SubscriptionInfo info = s.getSubscriptionInfo();
if (PlayerPrefs.GetInt("VIP") == 1)
{
if (info.getProductId() == ProductVIP)
{
if (info.isSubscribed() == Result.False)
{
PlayerPrefs.SetInt("VIP", 0);
}
}
}
else if (PlayerPrefs.GetInt("VIP") == 2)
{
if (info.getProductId() == ProductGVIP)
{
if (info.isSubscribed() == Result.False)
{
PlayerPrefs.SetInt("VIP", 0);
}
}
}
else if (PlayerPrefs.GetInt("VIP") == 3)
{
if (info.getProductId() == ProductDVIP)
{
if (info.isSubscribed() == Result.False)
{
PlayerPrefs.SetInt("VIP", 0);
}
}
}
}
}
当玩家购买任何订阅时,我将更改保存在PlayerPrefs中的Int“ VIP”的值,以便游戏可以知道是否有订阅以及哪个订阅。如果未订阅,则应获取的代码;如果是,则将VIP值更改为0,表示尚未激活订阅