update: 完善标准化打点接口, 补全自定义事件封装接口

--story=1020273 --user=yufei.hu 【中台】【BI】 中台打点标准化, 更新原有的打点和用户属性上报逻辑 https://www.tapd.cn/33527076/s/1147868
hotfix/v1.0.12.2
胡宇飞 2024-05-30 20:53:50 +08:00
parent d70f9c3566
commit 31cb08b6df
2 changed files with 473 additions and 119 deletions

View File

@ -60,17 +60,17 @@ namespace Guru
#region 游戏打点
/// <summary>
/// 游戏启动打点
/// 游戏启动打点 (level_start)
/// </summary>
/// <param name="levelId">关卡Id</param>
/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
/// <param name="levelType">关卡类型: 主线:main</param>
/// <param name="puzzleId">配置/谜题/图片/自定义Id: 101120</param>
/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
/// <param name="startType">关卡开始类型: play开始游戏replay重玩continue继续游戏</param>
/// <param name="isReplay">是否重新开始: true/false</param>
/// <param name="extra">扩展数据</param>
public static void LogLevelStart(int levelId, string startType = EventLevelStartModePlay,
string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
string levelType = LevelTypeMain, string levelName = "", string itemId = "",
bool isReplay = false, Dictionary<string, object> extra = null)
{
if (!IsInitialSuccess)
@ -79,74 +79,80 @@ namespace Guru
return;
}
Analytics.LogLevelStart(levelId, levelName, levelType, puzzleId, startType, isReplay, extra);
Analytics.LogLevelStart(levelId, levelName, levelType, itemId, startType, isReplay, extra);
}
/// <summary>
/// 游戏点击 Continue 继续游戏
/// 游戏点击 Continue 继续游戏 (level_start) (continue)
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelType"></param>
/// <param name="levelName"></param>
/// <param name="puzzleId"></param>
/// <param name="itemId"></param>
/// <param name="extra"></param>
public static void LogLevelContinue(int levelId, string levelType = LevelTypeMain,
string levelName = "", string puzzleId = "", Dictionary<string, object> extra = null)
string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
{
LogLevelStart(levelId, EventLevelStartModeContinue, levelType, levelName, puzzleId, true, extra:extra);
LogLevelStart(levelId, EventLevelStartModeContinue, levelType, levelName, itemId, true, extra:extra);
}
/// <summary>
/// 游戏点击 Replay 重玩关卡
/// 游戏点击 Replay 重玩关卡 (level_start) (replay)
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelType"></param>
/// <param name="levelName"></param>
/// <param name="puzzleId"></param>
/// <param name="itemId"></param>
public static void LogLevelReplay(int levelId, string levelType = LevelTypeMain,
string levelName = "", string puzzleId = "", Dictionary<string, object> extra = null)
string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
{
LogLevelStart(levelId, EventLevelStartModeReplay,levelType, levelName, puzzleId, true, extra:extra);
LogLevelStart(levelId, EventLevelStartModeReplay,levelType, levelName, itemId, true, extra:extra);
}
/// <summary>
/// 关卡结束打点
/// 关卡结束打点 (level_end)
/// </summary>
/// <param name="levelId">关卡Id</param>
/// <param name="result">success:成功fail:失败exit:退出timeout:超时replay:重玩...</param>
/// <param name="levelType">关卡类型: 主线:main</param>
/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
/// <param name="puzzleId">配置/谜题/图片/自定义Id: 101120</param>
/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
/// <param name="duration">关卡完成时长(单位:毫秒)</param>
/// <param name="step">步数(有则上报)</param>
/// <param name="score">分数(有则上报)</param>
/// <param name="extra">扩展数据</param>
public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess,
string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null )
public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess,
string levelType = LevelTypeMain, string levelName = "", string itemId = "",
int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
UnityEngine.Debug.LogError(
$"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
return;
}
// 优先打 level_end 事件
Analytics.LogLevelEnd(levelId, result, levelName, levelType, itemId, duration, step, score, extra);
// 自动记录关卡属性
if (InitConfig.AutoRecordFinishedLevels)
{
if(result == EventLevelEndSuccess){
if(levelType == LevelTypeMain)
if (result == EventLevelEndSuccess)
{
if (levelType == LevelTypeMain)
{
if (levelId > Model.SuccessLevelId) Model.SuccessLevelId = levelId; // 自动记录关卡完成次数
}
Model.TotalPlayedCount++; // 自动记录关卡总次数
Analytics.LevelEndSuccess(Model.TotalPlayedCount); // 自动 level_end_success
}
Analytics.BLevel = Model.SuccessLevelId; // 记录 BLevel
Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay
}
Analytics.LogLevelEnd(levelId, result, levelName, levelType, puzzleId, duration, step, score, extra);
}
/// <summary>
@ -158,47 +164,80 @@ namespace Guru
/// <param name="result"></param>
/// <param name="duration"></param>
/// <param name="extra"></param>
public static void LevelFirstEnd(string levelType, string levelName, int level,
string result = EventLevelEndSuccess, int? duration = null, Dictionary<string, object> extra = null)
public static void LogLevelFirstEnd(string levelType, string levelName, int level,
string result = EventLevelEndSuccess, int duration = 0, Dictionary<string, object> extra = null)
{
Analytics.LevelFirstEnd(levelType, levelName, level, result, duration, extra);
}
/// <summary>
/// 关卡总胜利次数打点 (level_end_success_{num})
/// </summary>
/// <param name="bPlay">完成总关数累计值</param>
/// /// <param name="extra">扩展参数</param>
public static void LogLevelEndSuccess(int bPlay, Dictionary<string, object> extra = null)
{
if (InitConfig.AutoRecordFinishedLevels) return;
Analytics.LevelEndSuccess(bPlay, extra);
}
/// <summary>
/// 游戏失败打点
/// 需要为游戏记录详细的失败原因
/// 游戏失败打点 (level_end) (fail)
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelType"></param>
/// <param name="levelName"></param>
/// <param name="itemId"></param>
/// <param name="duration"></param>
/// <param name="step"></param>
/// <param name="score"></param>
/// <param name="extra"></param>
public static void LogLevelFail(int levelId,
string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
string levelType = LevelTypeMain, string levelName = "", string itemId = "",
int duration = 0, int? step = null, int? score = null , Dictionary<string, object> extra = null)
{
LogLevelEnd(levelId, EventLevelEndFail, levelType, levelName, puzzleId, duration, step, score, extra);
LogLevelEnd(levelId, EventLevelEndFail, levelType, levelName, itemId, duration, step, score, extra);
}
/// <summary>
/// 因退出关卡导致游戏失败
/// 游戏失败退出 (level_end) (exit)
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelType"></param>
/// <param name="levelName"></param>
/// <param name="itemId"></param>
/// <param name="duration"></param>
/// <param name="step"></param>
/// <param name="score"></param>
/// <param name="extra"></param>
public static void LogLevelFailExit(int levelId,
string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
string levelType = LevelTypeMain, string levelName = "", string itemId = "",
int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
{
LogLevelEnd(levelId, EventLevelEndExit, levelType, levelName, puzzleId, duration, step, score, extra);
LogLevelEnd(levelId, EventLevelEndExit, levelType, levelName, itemId, duration, step, score, extra);
}
/// <summary>
/// 关卡超时导致游戏失败
/// 关卡超时失败 (level_end) (timeout)
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelType"></param>
/// <param name="levelName"></param>
/// <param name="itemId"></param>
/// <param name="duration"></param>
/// <param name="step"></param>
/// <param name="score"></param>
/// <param name="extra"></param>
public static void LogLevelFailTimeout(int levelId,
string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
string levelType = LevelTypeMain, string levelName = "", string itemId = "",
int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
{
LogLevelEnd(levelId, EventLevelEndTimeout, levelType, levelName, puzzleId, duration, step, score, extra);
LogLevelEnd(levelId, EventLevelEndTimeout, levelType, levelName, itemId, duration, step, score, extra);
}
/// <summary>
/// 玩家(角色)升级事件
/// 玩家(角色)升级事件 (level_up)
/// </summary>
/// <param name="playerLevel"></param>
/// <param name="characterName"></param>
@ -214,20 +253,58 @@ namespace Guru
}
/// <summary>
/// 玩家解锁成就
/// 玩家解锁成就 (unlock_achievement)
/// </summary>
/// <param name="achievementName"></param>
/// <param name="achievementId"></param>
/// <param name="extra">扩展数据</param>
public static void LogAchievement(string achievementName, Dictionary<string, object> extra = null)
public static void LogAchievement(string achievementId, Dictionary<string, object> extra = null)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementId} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
return;
}
Analytics.UnlockAchievement(achievementName, extra);
Analytics.UnlockAchievement(achievementId, extra);
}
/// <summary>
/// 玩家体力变化 (hp_points)
/// </summary>
/// <param name="scene">场景</param>
/// <param name="hp">HP 增量值</param>
/// <param name="hpBefore">HP 初始值</param>
/// <param name="hpAfter">HP 结算值</param>
/// <param name="extra">额外数据</param>
public static void LogHpPoints(string scene, int hp, int hpBefore, int hpAfter,
Dictionary<string, object> extra = null)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError(
$"{Tag} :: LogHpPoints {hp} :: Please call <GuruSDK.Start()> first, before you call <LogHpChanged>.");
return;
}
var dict = new Dictionary<string, object>()
{
[Consts.ParameterItemCategory] = scene,
["hp"] = hp,
["hp_before"] = hpBefore,
["hp_after"] = hpAfter,
};
if (extra != null)
{
foreach (var k in extra.Keys)
{
dict[k] = extra[k];
}
}
LogEvent(Consts.EventHpPoints, dict);
}
#endregion
#region 用户属性
@ -291,28 +368,38 @@ namespace Guru
public static void SetUserBLevel(int blevel)
{
if (!InitConfig.AutoRecordFinishedLevels)
{
Model.SuccessLevelId = blevel;
}
SetUserProperty(Consts.PropertyLevel, $"{blevel}");
}
public static void SetUserBPlay(int bplay)
{
if (!InitConfig.AutoRecordFinishedLevels)
{
Model.TotalPlayedCount = bplay;
}
SetUserProperty(Consts.PropertyPlay, $"{bplay}");
}
/// <summary>
/// 上报用户全部的 Coin (当前值)
/// </summary>
/// <param name="totalCoins"></param>
public static void SetUserTotalCoins(int totalCoins)
/// <param name="coins"></param>
public static void SetUserCoins(int coins)
{
SetUserProperty(Consts.PropertyCoin, $"{totalCoins}");
SetUserProperty(Consts.PropertyCoin, $"{coins}");
}
/// <summary>
/// 上报用户免费金币的 数量 (累加值)
/// </summary>
/// <param name="freeCoins"></param>
public static void SetUserFreeCoins(int freeCoins)
public static void SetUserNonIapCoins(int freeCoins)
{
SetUserProperty(Consts.PropertyNonIAPCoin, $"{freeCoins}");
}
@ -390,10 +477,10 @@ namespace Guru
SetUserPaidCoins(0); // iap_coin
if(!HasUserPropertyKey(Consts.PropertyNonIAPCoin))
SetUserFreeCoins(0); // non_iap_coin
SetUserNonIapCoins(0); // non_iap_coin
if(!HasUserPropertyKey(Consts.PropertyCoin))
SetUserTotalCoins(0);// coin
SetUserCoins(0);// coin
if (!HasUserPropertyKey(Consts.PropertyGrade))
SetUserGrade(0); // grade
@ -465,42 +552,34 @@ namespace Guru
/// <summary>
/// 当付费页面打开时调用 iap_imp
/// 当付费页面打开时调用 (iap_imp)
/// </summary>
/// <param name="scene">付费页场景名称</param>
/// <param name="productId">列表中首个商品的 ProductId </param>
public static void OnIAPImp(string scene, string productId = "")
public static void LogIAPImp(string scene, Dictionary<string, object> extra = null)
{
if (string.IsNullOrEmpty(productId))
{
productId = TryGetFirstProductId();
}
Analytics.IAPImp(scene, productId);
Analytics.IAPImp(scene, extra);
}
/// <summary>
/// 当付费页面关闭时调用 iap_close
/// 当付费页面关闭时调用 (iap_close)
/// </summary>
/// <param name="scene"></param>
/// <param name="productId"></param>
public static void OnIAPClose(string scene, string productId = "")
public static void LogIAPClose(string scene, Dictionary<string, object> extra = null)
{
if (string.IsNullOrEmpty(productId))
{
productId = TryGetCurrentProductId();
}
Analytics.IAPClose(scene, productId);
Analytics.IAPClose(scene, extra);
}
/// <summary>
/// 当点击 IAP 商品按钮的时候调用 iap_clk
/// 当点击 IAP 商品按钮的时候调用 (iap_clk)
/// </summary>
/// <param name="scene"></param>
/// <param name="productId"></param>
public static void OnIAPClick(string scene = "", string productId = "")
/// <param name="offerId"></param>
public static void LogIAPClick(string scene, string productId, string basePlan = "", string offerId = "", Dictionary<string, object> extra = null)
{
Analytics.IAPClick(scene, productId);
Analytics.IAPClick(scene, productId, basePlan, offerId, extra);
}
#endregion
@ -516,7 +595,8 @@ namespace Guru
//---------------------------------------- EARN ----------------------------------------
/// <summary>
/// 基础收入接口. 可直接调用此接口上报相关参数
/// 基础收入接口 (earn_virtual_currency)
/// 可直接调用此接口上报相关参数
/// 获取虚拟货币/道具.
/// 基础接口, 不推荐项目组直接调用
/// 请直接调用其他对应场景的统计接口
@ -528,7 +608,7 @@ namespace Guru
/// <param name="levelName">当前关卡或者人物等级名称</param>
/// <param name="itemName">购买道具名称</param>
/// <param name="scene">购买场景如 Store, Workbench, Sign, Ads....</param>
public static void EarnVirtualCurrency(string currencyName,
public static void LogEarnVirtualCurrency(string currencyName,
int value, int balance,
string category = "", string itemName = "",
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
@ -539,7 +619,7 @@ namespace Guru
/// <summary>
/// 赚取组合: 货币+道具
/// 赚取组合: 货币+道具 (earn_virtual_currency) (props)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="value"></param>
@ -549,7 +629,7 @@ namespace Guru
/// <param name="props"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
private static void EarnVirtualCurrencyAndProps(string currencyName,
private static void LogEarnVirtualCurrencyAndProps(string currencyName,
int value = 0, int balance = 0,
string category = "", string itemName = "",
string levelName = "", string scene = Consts.ParameterDefaultScene,
@ -558,7 +638,7 @@ namespace Guru
//---- Currency -----
if (value > 0)
{
EarnVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
LogEarnVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
}
//---- Props --------
if (null != props)
@ -566,14 +646,14 @@ namespace Guru
int i = 0;
while (i < props.Length)
{
EarnVirtualCurrency(props[i], 1, 0, category, itemName, levelName, scene, extra);
LogEarnVirtualCurrency(props[i], 1, 0, category, itemName, levelName, scene, extra);
i++;
}
}
}
/// <summary>
/// 签到奖励. 获得货币/道具
/// 签到奖励. 获得货币/道具 (earn_virtual_currency) (reward:sign)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -584,19 +664,19 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyBySign(string currencyName,
public static void LogEarnVirtualCurrencyBySign(string currencyName,
int value = 0, int balance = 0, string levelName = "",
string scene = "home", string[] props = null, Dictionary<string, object> extra = null)
string scene = "home_page", string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryReward;
string itemName = "sign";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// IAP 付费购买. 获得货币/道具
/// IAP 付费购买. 获得货币/道具 (earn_virtual_currency) (iap_buy:sku)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -608,18 +688,18 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyByIAP(string currencyName, string productId,
public static void LogEarnVirtualCurrencyByIAP(string currencyName, string productId,
int value = 0, int balance = 0, string levelName = "",
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryIAP;
// string itemName = productId;
string itemName = "sku";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// 看广告获取到货币/道具
/// 看广告获取到货币/道具 (earn_virtual_currency) (reward:ads)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -630,17 +710,17 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyByAds(string currencyName,
public static void LogEarnVirtualCurrencyByAds(string currencyName,
int value = 0, int balance = 0, string levelName = "",
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryReward;
string itemName = "ads";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// 使用了金币半价 + 看广告获取到货币/道具
/// 使用了金币半价 + 看广告获取到货币/道具 (earn_virtual_currency) (bonus:ads)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -651,17 +731,17 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyByPaidAds(string currencyName,
public static void LogEarnVirtualCurrencyByPaidAds(string currencyName,
int value = 0, int balance = 0, string levelName = "",
string scene = Consts.ParameterDefaultScene, string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryBonus;
string itemName = "ads";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// 过关奖励获取到货币/道具
/// 过关奖励获取到货币/道具 (earn_virtual_currency) (reward:level)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -672,18 +752,19 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyByLevelComplete(string currencyName,
public static void LogEarnVirtualCurrencyByLevelComplete(string currencyName,
int value = 0, int balance = 0, string levelName = "",
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryReward;
string itemName = "level";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// 通过使用 Currency 购买获得 Prop (记录 Prop 增加的打点, 消费游戏内货币)
/// 通过使用 Currency 购买获得 Prop (earn_virtual_currency) (reward:level)
/// 记录 Prop 增加的打点, 消费游戏内货币
/// </summary>
/// <param name="currencyName">货币名称</param>
/// <param name="props">获取的道具名称列表</param>
@ -691,17 +772,17 @@ namespace Guru
/// <param name="value">赚取金额</param>
/// <param name="balance">货币总量(累加后)</param>
/// <param name="levelName">当前关卡名称</param>
public static void EarnPropsByVirtualCurrency(string currencyName, string[] props,
public static void LogEarnPropsByVirtualCurrency(string currencyName, string[] props,
string scene = Consts.ParameterDefaultScene,
int value = 1, int balance = 0, string levelName = "", Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryIGC;
string itemName = currencyName;
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
/// 通过道具交换/合成或得了其他道具
/// 通过道具交换/合成或得了其他道具 (earn_virtual_currency) (igb:coin)
/// </summary>
/// <param name="propName"></param>
/// <param name="otherName"></param>
@ -709,17 +790,17 @@ namespace Guru
/// <param name="value"></param>
/// <param name="balance"></param>
/// <param name="levelName"></param>
public static void EarnPropByProp(string propName, string otherName,
public static void LogEarnPropByProp(string propName, string otherName,
string scene = Consts.ParameterDefaultScene,
int value = 1, int balance = 0, string levelName = "", Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryIGB;
EarnVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
LogEarnVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
}
/// <summary>
/// 通过转盘或者抽奖, 获取货币/道具
/// 通过转盘或者抽奖, 获取货币/道具 (earn_virtual_currency) (igb:lottery)
/// <li>通常类型: Coin 收入 </li>
/// <li>特殊类型: Coin + Props (道具列表) </li>
/// <li>特殊类型: Props (道具列表) </li>
@ -730,13 +811,13 @@ namespace Guru
/// <param name="levelName">当前关卡名称</param>
/// <param name="scene">应用场景</param>
/// <param name="props">获取的道具名称列表</param>
public static void EarnVirtualCurrencyByLottery(string currencyName,
public static void LogEarnVirtualCurrencyByLottery(string currencyName,
int value = 0, int balance = 0, string levelName = "",
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryIGB;
string itemName = "lottery";
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
@ -744,7 +825,7 @@ namespace Guru
/// <summary>
/// 基础花费虚拟货币/道具
/// 基础花费虚拟货币/道具 (spend_virtual_currency)
/// 基础接口, 不推荐项目组直接调用
/// 请直接调用其他对应场景的统计接口
/// </summary>
@ -755,7 +836,7 @@ namespace Guru
/// <param name="levelName">当前关卡或者人物等级名称</param>
/// <param name="itemName">购买道具名称</param>
/// <param name="scene">购买场景如 Store, Workbench, Sign, Ads....</param>
public static void SpendVirtualCurrency(string currencyName, int value, int balance, string category = "", string itemName = "",
public static void LogSpendVirtualCurrency(string currencyName, int value, int balance, string category = "", string itemName = "",
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
Analytics.SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
@ -763,7 +844,7 @@ namespace Guru
/// <summary>
/// 消耗货币购买道具
/// 消耗货币购买道具 (spend_virtual_currency) (props)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="prop"></param>
@ -771,15 +852,15 @@ namespace Guru
/// <param name="balance"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
public static void SpendVirtualCurrencyWithProp(string currencyName, string prop,
public static void LogSpendVirtualCurrencyWithProp(string currencyName, string prop,
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
SpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene, extra);
LogSpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene, extra);
}
/// <summary>
/// 消耗货币购买道具 (含多个)
/// 消耗货币购买道具 (含多个) (spend_virtual_currency) (props)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="props"></param>
@ -787,24 +868,24 @@ namespace Guru
/// <param name="balance"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
public static void SpendVirtualCurrencyWithProps(string currencyName, string[] props,
public static void LogSpendVirtualCurrencyWithProps(string currencyName, string[] props,
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryProp;
string category = Consts.CurrencyCategoryProps;
if (props != null && props.Length > 0)
{
int i = 0;
while (i < props.Length)
{
SpendVirtualCurrency(currencyName, value, balance, category, props[i], levelName, scene, extra);
LogSpendVirtualCurrency(currencyName, value, balance, category, props[i], levelName, scene, extra);
i++;
}
}
}
/// <summary>
/// 消耗货币购买礼包或组合
/// 消耗货币购买礼包或组合 (spend_virtual_currency) (bundle)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="bundle"></param>
@ -812,15 +893,15 @@ namespace Guru
/// <param name="balance"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
public static void SpendVirtualCurrencyWithBundle(string currencyName, string bundle,
public static void LogSpendVirtualCurrencyWithBundle(string currencyName, string bundle,
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
SpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene, extra);
LogSpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene, extra);
}
/// <summary>
/// 消耗货币购买礼包或组合 (含多个)
/// 消耗货币购买礼包或组合 (复数) (spend_virtual_currency) (bundle)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="bundles"></param>
@ -828,7 +909,7 @@ namespace Guru
/// <param name="balance"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
public static void SpendVirtualCurrencyWithBundles(string currencyName, string[] bundles,
public static void LogSpendVirtualCurrencyWithBundles(string currencyName, string[] bundles,
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
@ -838,14 +919,14 @@ namespace Guru
int i = 0;
while (i < bundles.Length)
{
SpendVirtualCurrency(currencyName, value, balance, category, bundles[i], levelName, scene, extra);
LogSpendVirtualCurrency(currencyName, value, balance, category, bundles[i], levelName, scene, extra);
i++;
}
}
}
/// <summary>
/// 消耗物品, 交换其他物品
/// 消耗物品, 交换其他物品 (spend_virtual_currency) (prop)
/// </summary>
/// <param name="currencyName"></param>
/// <param name="bundles"></param>
@ -853,12 +934,267 @@ namespace Guru
/// <param name="balance"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
public static void SpendPropWithProp(string propName, string otherName,
public static void LogSpendPropWithProp(string propName, string otherName,
int value, int balance,
string levelName = "", string scene = "", string extraCategory = "", Dictionary<string, object> extra = null)
{
string category = string.IsNullOrEmpty(extraCategory) ? Consts.CurrencyCategoryProp : extraCategory;
SpendVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
LogSpendVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
}
#endregion
#region ATT 二次引导弹窗
/// <summary>
/// ATT 二次引导弹窗展示 (att_reguide_imp)
/// </summary>
/// <param name="type">引导样式名称</param>
/// <param name="showTimes">第几次展示</param>
/// <param name="installDays">举例安装日期的天数</param>
/// <param name="extra">扩展数据</param>
public static void LogAttReguideImp(string type,
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
["type"] = type,
["show_times"] = showTimes,
["install_days"] = installDays,
};
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventAttReguideImp, dict);
}
/// <summary>
/// ATT 二次引导弹窗点击 (att_reguide_clk)
/// </summary>
/// <param name="type">引导样式名称</param>
/// <param name="showTimes">第几次展示</param>
/// <param name="installDays">举例安装日期的天数</param>
/// <param name="action">点击引导页的动作dissmiss/go</param>
/// <param name="extra">扩展数据</param>
public static void LogAttReguideClick(string type, string action,
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
["type"] = type,
["show_times"] = showTimes,
["install_days"] = installDays,
["action"] = action,
};
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventAttReguideClk, dict);
}
/// <summary>
/// ATT 二次引导弹窗展示结果 (att_reguide_result)
/// </summary>
/// <param name="type">引导样式名称</param>
/// <param name="showTimes">第几次展示</param>
/// <param name="installDays">举例安装日期的天数</param>
/// <param name="action">点击引导页的动作dissmiss/go</param>
/// <param name="result">结果字段authorized, denied, restricted, notDetermined</param>
/// <param name="extra">扩展数据</param>
public static void LogAttReguideResult(string type, string action, string result,
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
["type"] = type,
["show_times"] = showTimes,
["install_days"] = installDays,
["action"] = action,
[Consts.ParameterItemCategory] = result,
};
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventAttReguideResult, dict);
}
#endregion
#region 教程引导
/// <summary>
/// 教程开始
/// </summary>
/// <param name="extra">扩展数据</param>
public static void LogTutorialBegin(Dictionary<string, object> extra = null)
{
LogEvent(Consts.EventTutorialBegin, extra);
}
/// <summary>
/// 教程开始
/// </summary>
/// <param name="step">教程步骤</param>
/// <param name="extra">扩展数据</param>
public static void LogTutorialImp(int step, Dictionary<string, object> extra = null)
{
string key = Consts.EventTutorialImp.Replace("{0}", step.ToString());
LogEvent(key, extra);
}
/// <summary>
/// 教程开始
/// </summary>
/// <param name="step">教程步骤</param>
/// <param name="extra">扩展数据</param>
public static void LogTutorialNextClick(int step, Dictionary<string, object> extra = null)
{
string key = Consts.EventTutorialNextClick.Replace("{0}", step.ToString());
LogEvent(key, extra);
}
/// <summary>
/// 教程结束
/// </summary>
/// <param name="extra">扩展数据</param>
public static void LogTutorialComplete(Dictionary<string, object> extra = null)
{
LogEvent(Consts.EventTutorialComplete, extra);
}
/// <summary>
/// 教程页面关闭
/// </summary>
/// <param name="extra">扩展数据</param>
public static void LogTutorialClose(Dictionary<string, object> extra = null)
{
LogEvent(Consts.EventTutorialClose, extra);
}
#endregion
#region 消息权限弹窗打点
/// <summary>
/// 通知栏请求权限展示时触发 (noti_perm_imp)
/// </summary>
/// <param name="style">弹窗样式</param>
/// <param name="requestTimes">请求弹窗的次数</param>
/// <param name="showTimes">展现弹窗的次数</param>
/// <param name="deniedTimes">点击 deny 的次数</param>
/// <param name="promptTrigger">弹窗触发来源</param>
/// <param name="scene">弹窗场景</param>
/// <param name="extra">扩展参数</param>
public static void LogNotiPermImp(int requestTimes, int showTimes, int deniedTimes, string promptTrigger,string style = "default", string scene = "", Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
[Consts.ParameterItemCategory] = style,
["request_times"] = requestTimes,
["show_times"] = showTimes,
["denied_times"] = deniedTimes,
["prompt_trigger"] = promptTrigger,
};
if (!string.IsNullOrEmpty(scene))
dict[Consts.ParameterItemName] = scene;
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventNotiPermImp, dict);
}
/// <summary>
/// 得到权限结果时触发 (noti_perm_result)
/// </summary>
/// <param name="requestTimes"></param>
/// <param name="showTimes"></param>
/// <param name="deniedTimes"></param>
/// <param name="result"></param>
/// <param name="promptTrigger"></param>
/// <param name="style"></param>
/// <param name="scene"></param>
/// <param name="extra"></param>
public static void LogNotiPermResult( int requestTimes, int showTimes, int deniedTimes, string result, string promptTrigger, string style = "default", string scene = "", Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
["request_times"] = requestTimes,
["show_times"] = showTimes,
["denied_times"] = deniedTimes,
["prompt_trigger"] = promptTrigger,
["result"] = result,
[Consts.ParameterItemCategory] = style,
};
if (!string.IsNullOrEmpty(scene))
dict[Consts.ParameterItemName] = scene;
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventNotiPermResult, dict);
}
/// <summary>
/// 说明性通知栏权限引导展示时触发 (noti_perm_rationale_imp)
/// </summary>
/// <param name="pageName">引导页的名称,自定义</param>
/// <param name="scene"></param>
/// <param name="extra"></param>
public static void LogNotiPermRationaleImp(string pageName, string scene = "", Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
[Consts.ParameterItemCategory] = pageName,
};
if (!string.IsNullOrEmpty(scene))
dict[Consts.ParameterItemName] = scene;
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventNotiPermRationaleImp, dict);
}
/// <summary>
/// 说明性通知栏权限引导结果时触发 (noti_perm_rationale_result)
/// </summary>
/// <param name="result"></param>
/// <param name="pageName"></param>
/// <param name="scene"></param>
/// <param name="extra"></param>
public static void LogNotiPermRationaleResult(string result, string pageName, string scene = "", Dictionary<string, object> extra = null)
{
var dict = new Dictionary<string, object>()
{
["result"] = result,
[Consts.ParameterItemCategory] = pageName,
};
if (!string.IsNullOrEmpty(scene))
dict[Consts.ParameterItemName] = scene;
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
LogEvent(Consts.EventNotiPermRationaleResult, dict);
}
#endregion
#region 错误时间上报
/// <summary>
/// 上报错误事件
/// </summary>
/// <param name="errorCode"></param>
/// <param name="err"></param>
/// <param name="country"></param>
/// <param name="network"></param>
public static void LogDevAudit(string errorCode, string err, string country = "", string network = "")
{
var dict = new Dictionary<string, object>()
{
[Consts.ParameterItemCategory] = "error_event",
[Consts.ParameterItemName] = errorCode,
["err"] = err,
["country"] = country,
["network"] = network,
};
LogEvent(Consts.EventDevAudit, dict);
}

View File

@ -36,9 +36,26 @@ namespace Guru
public const string EventShare = "share";
public const string EventSignUp = "sign_up";
public const string EventSpendVirtualCurrency = "spend_virtual_currency";
public const string EventTutorialBegin = "tutorial_begin";
public const string EventTutorialComplete = "tutorial_complete";
public const string EventUnlockAchievement = "unlock_achievement";
public const string EventHpPoints = "hp_points";
public const string EventAttReguideImp = "att_reguide_imp";
public const string EventAttReguideClk = "att_reguide_clk";
public const string EventAttReguideResult = "att_reguide_result";
public const string EventTutorialBegin = "tutorial_begin";
public const string EventTutorialImp= "tutorial_{0}_imp";
public const string EventTutorialNextClick= "tutorial_{0}_next_clk";
public const string EventTutorialComplete= "tutorial_complete";
public const string EventTutorialClose = "tutorial_close";
public const string EventNotiPermImp = "noti_perm_imp";
public const string EventNotiPermResult = "noti_perm_result";
public const string EventNotiPermRationaleImp = "noti_perm_rationale_imp";
public const string EventNotiPermRationaleResult = "noti_perm_rationale_result";
public const string EventDevAudit = "dev_audit";
public const string EventViewCart = "view_cart";
public const string EventViewItem = "view_item";
public const string EventViewItemList = "view_item_list";
@ -228,6 +245,7 @@ namespace Guru
public const string CurrencyCategoryIGC = "igc"; // In game currency
public const string CurrencyCategoryIGB = "igb"; // In game barter
public const string CurrencyCategoryProp = "prop"; // prop
public const string CurrencyCategoryProps = "props"; // props
public const string CurrencyCategoryBundle = "bundle"; // prop groups