update: 添加 IsIapUser 的属性
parent
e4f51978d1
commit
777ac87b18
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@ -30,7 +30,8 @@ namespace Guru
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public int b_level = 0;
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public int b_play = 0;
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public int buy_count = 0;
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public bool is_iap_user = false;
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public List<PurchasedProduct> purchased;
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//-------------- data ---------------
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@ -91,14 +92,27 @@ namespace Guru
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_uid.Value = value;
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}
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}
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public bool IsIAPUser => PurchasedCount > 0;
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public bool IsIapUser
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{
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get
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{
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if(_isIapUser == null) InitProperties();
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return _isIapUser.Value;
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}
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set
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{
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if(_isIapUser == null) InitProperties();
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_isIapUser.Value = value;
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}
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}
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private BindableProperty<int> _successLevel;
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private BindableProperty<int> _totalPlayed;
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private BindableProperty<int> _purchasedCount;
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private BindableProperty<string> _uid;
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private BindableProperty<bool> _isIapUser;
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public BindableProperty<int> PropBLevel => _successLevel;
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public BindableProperty<int> PropBPlay => _totalPlayed;
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@ -146,6 +160,7 @@ namespace Guru
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_totalPlayed = new BindableProperty<int>(b_play, OnPlayedChanged);
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_purchasedCount = new BindableProperty<int>(buy_count, OnPurchasedNumChanged);
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_uid = new BindableProperty<string>(uid, OnUidChanged);
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_isIapUser = new BindableProperty<bool>(is_iap_user, OnIsIapUserChanged);
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purchased = new List<PurchasedProduct>(20);
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}
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@ -190,6 +205,12 @@ namespace Guru
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uid = value;
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Save();
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}
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private void OnIsIapUserChanged(bool value)
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{
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is_iap_user = value;
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Save();
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}
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#endregion
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#region 启动配置
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@ -243,7 +243,7 @@ namespace Guru
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return;
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}
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SetUserIsIAP(Model.IsIAPUser); // 预先设置用户的 IAP User 属性
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SetUserIsIAP(Model.IsIapUser); // 预先设置用户的 IAP User 属性
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SetUserBLevel(Model.SuccessLevelId); // 预先设置用户的 BLevel 属性
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SetUserBPlay(Model.TotalPlayedCount); // 预先设置用户的 BPlay 属性
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}
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@ -368,7 +368,7 @@ namespace Guru
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Try(() =>
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{
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LogI($"#4.4 --- Start Keywords ---");
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KeywordsManager.Install(Model.IsIAPUser, Model.SuccessLevelId); // 启动Keyword管理器
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KeywordsManager.Install(Model.IsIapUser, Model.SuccessLevelId); // 启动Keyword管理器
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}, ex =>
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{
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UnityEngine.Debug.LogError($"--- ERROR on Keywords: {ex.Message}");
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