使用版本 Unity 2019.4.7
IAP版本 2.3.0
前言 做好笔记,避免学了忘了忘了学
Unity官方文档链接 UnityIAP官方文档
首先是需要去苹果开发者中心注册
这方面是参考官方文档做的 苹果开发者中心配置教程
接着要在Unity里面导入IAP
可以直接点击如图的按钮,也可以点击Windows->General->Services来打开,选择好自己的组织之后点击Create按钮。然后选中线面的In-App Purchasing。安装IAP
装好之后可以参考官方教程进行设置就行了,这边说一下踩得坑点。
这个是代码初始化,在Unity测试的时候不需要这一段,但是打包IOS包需要设置,因为IOS会自动跳过Unity的自动初始化设置(应该是这么描述的吧,反正必须添加就是了)
using UnityEngine;
using UnityEngine.Purchasing;
public class MyIAPManager : IStoreListener
{
public IStoreController controller;
private IExtensionProvider extensions;
public MyIAPManager()
{
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct("com.buyufengbao.1001", ProductType.Consumable, new IDs
{
{"com.buyufengbao.1001", AppleAppStore.Name}
});
UnityPurchasing.Initialize(this, builder);
}
public void SetStoreID()
{
}
/// <summary>
/// Called when Unity IAP is ready to make purchases.
/// </summary>
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
Debug.LogError("初始化成功");
this.controller = controller;
this.extensions = extensions;
}
/// <summary>
/// Called when Unity IAP encounters an unrecoverable initialization error.
///
/// Note that this will not be called if Internet is unavailable; Unity IAP
/// will attempt initialization until it becomes available.
/// </summary>
public void OnInitializeFailed(InitializationFailureReason error)
{
Debug.LogError(error);
}
/// <summary>
/// Called when a purchase completes.
///
/// May be called at any time after OnInitialized().
/// </summary>
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
{
Debug.LogError(e.ToString());
Debug.LogError("购买成功");
//todo 在这里直接接入服务器的接口,告诉他们购买的东西?
return PurchaseProcessingResult.Complete;
}
/// <summary>
/// Called when a purchase fails.
/// </summary>
public void OnPurchaseFailed(Product i, PurchaseFailureReason p)
{
Debug.LogError(p);
}
}
其中下列代码是根据苹果商店后台数据配置的,需要与苹果的后台数据一致,否则会返回找不到商品ID之类的(反正必须一致就是了)
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct("com.buyufengbao.1001", ProductType.Consumable, new IDs
{
{"com.buyufengbao.1001", AppleAppStore.Name}
});
UnityPurchasing.Initialize(this, builder);
购买成功和失败会调用不同的函数
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
{
Debug.LogError(e.ToString());
Debug.LogError("购买成功");
//todo 在这里直接接入服务器的接口,告诉他们购买的东西?
return PurchaseProcessingResult.Complete;
}
/// <summary>
/// Called when a purchase fails.
/// </summary>
public void OnPurchaseFailed(Product i, PurchaseFailureReason p)
{
Debug.LogError(p);
}
了解到这些之后,首先我们需要进行初始化
using UnityEngine;
public class TestInit : MonoBehaviour
{
MyIAPManager myIAPManager;
// Start is called before the first frame update
void Start()
{
myIAPManager= new MyIAPManager();
}
public void OnPurchaseClicked(string productId)
{
myIAPManager.controller.InitiatePurchase(productId);
}
}
把TestInit随便挂到一个物体身上进行初始化
新建一个按钮,按钮新增点击事件,点击事件设置为上面代码的OnPurchaseClicked方法,参数为商品ID参数
如此,便可打包到XCode,然后再打包真机测试,记得使用沙盒测试账号进行测试,当服务器返回购买成功之后记得与自己的服务端进行交互,交互数据记得保密就是。