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/1147868hotfix/v1.0.12.2
parent
d70f9c3566
commit
31cb08b6df
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@ -60,17 +60,17 @@ namespace Guru
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#region 游戏打点
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/// <summary>
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/// 游戏启动打点
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/// 游戏启动打点 (level_start)
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/// </summary>
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/// <param name="levelId">关卡Id</param>
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/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
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/// <param name="levelType">关卡类型: 主线:main</param>
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/// <param name="puzzleId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="startType">关卡开始类型: play:开始游戏;replay:重玩;continue:继续游戏</param>
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/// <param name="isReplay">是否重新开始: true/false</param>
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/// <param name="extra">扩展数据</param>
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public static void LogLevelStart(int levelId, string startType = EventLevelStartModePlay,
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string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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bool isReplay = false, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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@ -79,74 +79,80 @@ namespace Guru
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return;
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}
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Analytics.LogLevelStart(levelId, levelName, levelType, puzzleId, startType, isReplay, extra);
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Analytics.LogLevelStart(levelId, levelName, levelType, itemId, startType, isReplay, extra);
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}
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/// <summary>
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/// 游戏点击 Continue 继续游戏
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/// 游戏点击 Continue 继续游戏 (level_start) (continue)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="puzzleId"></param>
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/// <param name="itemId"></param>
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/// <param name="extra"></param>
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public static void LogLevelContinue(int levelId, string levelType = LevelTypeMain,
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string levelName = "", string puzzleId = "", Dictionary<string, object> extra = null)
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string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
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{
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LogLevelStart(levelId, EventLevelStartModeContinue, levelType, levelName, puzzleId, true, extra:extra);
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LogLevelStart(levelId, EventLevelStartModeContinue, levelType, levelName, itemId, true, extra:extra);
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}
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/// <summary>
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/// 游戏点击 Replay 重玩关卡
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/// 游戏点击 Replay 重玩关卡 (level_start) (replay)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="puzzleId"></param>
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/// <param name="itemId"></param>
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public static void LogLevelReplay(int levelId, string levelType = LevelTypeMain,
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string levelName = "", string puzzleId = "", Dictionary<string, object> extra = null)
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string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
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{
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LogLevelStart(levelId, EventLevelStartModeReplay,levelType, levelName, puzzleId, true, extra:extra);
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LogLevelStart(levelId, EventLevelStartModeReplay,levelType, levelName, itemId, true, extra:extra);
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}
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/// <summary>
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/// 关卡结束打点
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/// 关卡结束打点 (level_end)
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/// </summary>
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/// <param name="levelId">关卡Id</param>
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/// <param name="result">success:成功;fail:失败;exit:退出;timeout:超时;replay:重玩...</param>
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/// <param name="levelType">关卡类型: 主线:main</param>
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/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
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/// <param name="puzzleId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="duration">关卡完成时长(单位:毫秒)</param>
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/// <param name="step">步数(有则上报)</param>
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/// <param name="score">分数(有则上报)</param>
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/// <param name="extra">扩展数据</param>
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public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess,
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string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
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UnityEngine.Debug.LogError(
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$"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
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return;
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}
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// 优先打 level_end 事件
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Analytics.LogLevelEnd(levelId, result, levelName, levelType, itemId, duration, step, score, extra);
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// 自动记录关卡属性
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if (InitConfig.AutoRecordFinishedLevels)
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{
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if(result == EventLevelEndSuccess){
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if (result == EventLevelEndSuccess)
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{
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if (levelType == LevelTypeMain)
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{
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if (levelId > Model.SuccessLevelId) Model.SuccessLevelId = levelId; // 自动记录关卡完成次数
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}
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Model.TotalPlayedCount++; // 自动记录关卡总次数
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}
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Model.TotalPlayedCount++; // 自动记录关卡总次数
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Analytics.LevelEndSuccess(Model.TotalPlayedCount); // 自动 level_end_success
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}
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Analytics.BLevel = Model.SuccessLevelId; // 记录 BLevel
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Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay
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}
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Analytics.LogLevelEnd(levelId, result, levelName, levelType, puzzleId, duration, step, score, extra);
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}
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/// <summary>
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@ -158,47 +164,80 @@ namespace Guru
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/// <param name="result"></param>
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/// <param name="duration"></param>
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/// <param name="extra"></param>
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public static void LevelFirstEnd(string levelType, string levelName, int level,
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string result = EventLevelEndSuccess, int? duration = null, Dictionary<string, object> extra = null)
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public static void LogLevelFirstEnd(string levelType, string levelName, int level,
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string result = EventLevelEndSuccess, int duration = 0, Dictionary<string, object> extra = null)
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{
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Analytics.LevelFirstEnd(levelType, levelName, level, result, duration, extra);
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}
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/// <summary>
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/// 关卡总胜利次数打点 (level_end_success_{num})
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/// </summary>
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/// <param name="bPlay">完成总关数累计值</param>
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/// /// <param name="extra">扩展参数</param>
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public static void LogLevelEndSuccess(int bPlay, Dictionary<string, object> extra = null)
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{
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if (InitConfig.AutoRecordFinishedLevels) return;
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Analytics.LevelEndSuccess(bPlay, extra);
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}
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/// <summary>
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/// 游戏失败打点
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/// 需要为游戏记录详细的失败原因
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/// 游戏失败打点 (level_end) (fail)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFail(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null , Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndFail, levelType, levelName, puzzleId, duration, step, score, extra);
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LogLevelEnd(levelId, EventLevelEndFail, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 因退出关卡导致游戏失败
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/// 游戏失败退出 (level_end) (exit)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFailExit(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndExit, levelType, levelName, puzzleId, duration, step, score, extra);
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LogLevelEnd(levelId, EventLevelEndExit, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 因关卡超时导致游戏失败
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/// 关卡超时失败 (level_end) (timeout)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFailTimeout(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string puzzleId = "",
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndTimeout, levelType, levelName, puzzleId, duration, step, score, extra);
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LogLevelEnd(levelId, EventLevelEndTimeout, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 玩家(角色)升级事件
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/// 玩家(角色)升级事件 (level_up)
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/// </summary>
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/// <param name="playerLevel"></param>
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/// <param name="characterName"></param>
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@ -214,20 +253,58 @@ namespace Guru
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}
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/// <summary>
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/// 玩家解锁成就
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/// 玩家解锁成就 (unlock_achievement)
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/// </summary>
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/// <param name="achievementName"></param>
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/// <param name="achievementId"></param>
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/// <param name="extra">扩展数据</param>
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public static void LogAchievement(string achievementName, Dictionary<string, object> extra = null)
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public static void LogAchievement(string achievementId, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
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UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementId} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
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return;
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}
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Analytics.UnlockAchievement(achievementName, extra);
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Analytics.UnlockAchievement(achievementId, extra);
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}
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/// <summary>
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/// 玩家体力变化 (hp_points)
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/// </summary>
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/// <param name="scene">场景</param>
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/// <param name="hp">HP 增量值</param>
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/// <param name="hpBefore">HP 初始值</param>
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/// <param name="hpAfter">HP 结算值</param>
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/// <param name="extra">额外数据</param>
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public static void LogHpPoints(string scene, int hp, int hpBefore, int hpAfter,
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Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError(
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$"{Tag} :: LogHpPoints {hp} :: Please call <GuruSDK.Start()> first, before you call <LogHpChanged>.");
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return;
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}
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var dict = new Dictionary<string, object>()
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{
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[Consts.ParameterItemCategory] = scene,
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["hp"] = hp,
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["hp_before"] = hpBefore,
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["hp_after"] = hpAfter,
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};
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if (extra != null)
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{
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foreach (var k in extra.Keys)
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{
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dict[k] = extra[k];
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}
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}
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LogEvent(Consts.EventHpPoints, dict);
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}
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#endregion
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#region 用户属性
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@ -291,28 +368,38 @@ namespace Guru
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public static void SetUserBLevel(int blevel)
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{
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if (!InitConfig.AutoRecordFinishedLevels)
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{
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Model.SuccessLevelId = blevel;
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}
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SetUserProperty(Consts.PropertyLevel, $"{blevel}");
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}
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public static void SetUserBPlay(int bplay)
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{
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if (!InitConfig.AutoRecordFinishedLevels)
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{
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Model.TotalPlayedCount = bplay;
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}
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SetUserProperty(Consts.PropertyPlay, $"{bplay}");
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}
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/// <summary>
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/// 上报用户全部的 Coin (当前值)
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/// </summary>
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/// <param name="totalCoins"></param>
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public static void SetUserTotalCoins(int totalCoins)
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/// <param name="coins"></param>
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public static void SetUserCoins(int coins)
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{
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SetUserProperty(Consts.PropertyCoin, $"{totalCoins}");
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SetUserProperty(Consts.PropertyCoin, $"{coins}");
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}
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/// <summary>
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/// 上报用户免费金币的 数量 (累加值)
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/// </summary>
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/// <param name="freeCoins"></param>
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public static void SetUserFreeCoins(int freeCoins)
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public static void SetUserNonIapCoins(int freeCoins)
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{
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SetUserProperty(Consts.PropertyNonIAPCoin, $"{freeCoins}");
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}
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SetUserPaidCoins(0); // iap_coin
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if(!HasUserPropertyKey(Consts.PropertyNonIAPCoin))
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SetUserFreeCoins(0); // non_iap_coin
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SetUserNonIapCoins(0); // non_iap_coin
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if(!HasUserPropertyKey(Consts.PropertyCoin))
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SetUserTotalCoins(0);// coin
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SetUserCoins(0);// coin
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if (!HasUserPropertyKey(Consts.PropertyGrade))
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SetUserGrade(0); // grade
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@ -465,42 +552,34 @@ namespace Guru
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/// <summary>
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/// 当付费页面打开时调用 iap_imp
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/// 当付费页面打开时调用 (iap_imp)
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/// </summary>
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/// <param name="scene">付费页场景名称</param>
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/// <param name="productId">列表中首个商品的 ProductId </param>
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public static void OnIAPImp(string scene, string productId = "")
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public static void LogIAPImp(string scene, Dictionary<string, object> extra = null)
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{
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if (string.IsNullOrEmpty(productId))
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{
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productId = TryGetFirstProductId();
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}
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Analytics.IAPImp(scene, productId);
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Analytics.IAPImp(scene, extra);
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}
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/// <summary>
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/// 当付费页面关闭时调用 iap_close
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/// 当付费页面关闭时调用 (iap_close)
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="productId"></param>
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public static void OnIAPClose(string scene, string productId = "")
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public static void LogIAPClose(string scene, Dictionary<string, object> extra = null)
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{
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if (string.IsNullOrEmpty(productId))
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{
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productId = TryGetCurrentProductId();
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}
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Analytics.IAPClose(scene, productId);
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Analytics.IAPClose(scene, extra);
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}
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/// <summary>
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/// 当点击 IAP 商品按钮的时候调用 iap_clk
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/// 当点击 IAP 商品按钮的时候调用 (iap_clk)
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="productId"></param>
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public static void OnIAPClick(string scene = "", string productId = "")
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/// <param name="offerId"></param>
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public static void LogIAPClick(string scene, string productId, string basePlan = "", string offerId = "", Dictionary<string, object> extra = null)
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{
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Analytics.IAPClick(scene, productId);
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Analytics.IAPClick(scene, productId, basePlan, offerId, extra);
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}
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#endregion
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@ -516,7 +595,8 @@ namespace Guru
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//---------------------------------------- EARN ----------------------------------------
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/// <summary>
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/// 基础收入接口. 可直接调用此接口上报相关参数
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/// 基础收入接口 (earn_virtual_currency)
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/// 可直接调用此接口上报相关参数
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/// 获取虚拟货币/道具.
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/// 基础接口, 不推荐项目组直接调用
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/// 请直接调用其他对应场景的统计接口
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@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue