update: 更新 经济调用接口
parent
af54ea3864
commit
cdf379be10
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@ -374,7 +374,7 @@ namespace Guru
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//---- Currency -----
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//---- Currency -----
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if (value > 0)
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if (value > 0)
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{
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{
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EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene);
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EarnVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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}
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}
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//---- Props --------
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//---- Props --------
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if (null != props)
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if (null != props)
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@ -382,7 +382,7 @@ namespace Guru
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int i = 0;
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int i = 0;
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while (i < props.Length)
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while (i < props.Length)
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{
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{
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EarnVirtualCurrency(props[i], 1, 0, category, itemName,levelName, scene);
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EarnVirtualCurrency(props[i], 1, 0, category, itemName, levelName, scene);
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i++;
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i++;
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}
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}
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}
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}
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@ -417,18 +417,19 @@ namespace Guru
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="currencyName">IAP 道具名称</param>
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/// <param name="productId">IAP 道具商品 ID </param>
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/// <param name="value">赚取金额</param>
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/// <param name="value">赚取金额</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="scene">应用场景</param>
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/// <param name="scene">应用场景</param>
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/// <param name="props">获取的道具名称列表</param>
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/// <param name="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByIAP(string currencyName,
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public static void EarnVirtualCurrencyByIAP(string currencyName, string productId,
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int value = 0, int balance = 0, string levelName = "",
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int value = 0, int balance = 0, string levelName = "",
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string scene = "store", string[] props = null)
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string scene = "store", string[] props = null)
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{
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{
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string category = Consts.CurrencyCategoryIAP;
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string category = Consts.CurrencyCategoryIAP;
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string itemName = "sku";
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string itemName = productId;
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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}
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@ -518,18 +519,17 @@ namespace Guru
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/// 通过道具交换/合成或得了其他道具
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/// 通过道具交换/合成或得了其他道具
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/// </summary>
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/// </summary>
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/// <param name="propName"></param>
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/// <param name="propName"></param>
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/// <param name="otherPropName"></param>
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/// <param name="otherName"></param>
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/// <param name="scene"></param>
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/// <param name="scene"></param>
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/// <param name="value"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="balance"></param>
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/// <param name="levelName"></param>
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/// <param name="levelName"></param>
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public static void EarnPropsByExchange(string propName, string otherPropName,
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public static void EarnPropByProp(string propName, string otherName,
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string scene = Consts.ParameterDefaultScene,
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string scene = Consts.ParameterDefaultScene,
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int value = 1, int balance = 0, string levelName = "")
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int value = 1, int balance = 0, string levelName = "")
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{
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{
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string category = Consts.CurrencyCategoryIGB;
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string category = Consts.CurrencyCategoryIGB;
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string itemName = otherPropName;
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EarnVirtualCurrency(propName, value, balance, category, otherName, levelName, scene);
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EarnVirtualCurrency(propName, value, balance, category, itemName, levelName, scene);
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}
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}
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@ -608,15 +608,13 @@ namespace Guru
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int value, int balance,
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int value, int balance,
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string levelName = "", string scene = "")
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string levelName = "", string scene = "")
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{
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{
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string itemName = "";
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string category = Consts.CurrencyCategoryProp;
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string category = Consts.CurrencyCategoryProp;
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if (props != null && props.Length > 0)
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if (props != null && props.Length > 0)
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{
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{
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int i = 0;
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int i = 0;
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while (i < props.Length)
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while (i < props.Length)
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{
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{
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itemName = props[i];
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SpendVirtualCurrency(currencyName, value, balance, category, props[i], levelName, scene);
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SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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i++;
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i++;
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}
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}
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}
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}
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@ -651,20 +649,35 @@ namespace Guru
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int value, int balance,
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int value, int balance,
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string levelName = "", string scene = "")
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string levelName = "", string scene = "")
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{
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{
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string itemName = "";
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string category = Consts.CurrencyCategoryBundle;
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string category = Consts.CurrencyCategoryBundle;
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if (bundles != null && bundles.Length > 0)
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if (bundles != null && bundles.Length > 0)
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{
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{
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int i = 0;
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int i = 0;
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while (i < bundles.Length)
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while (i < bundles.Length)
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{
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{
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itemName = bundles[i];
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SpendVirtualCurrency(currencyName, value, balance, category, bundles[i], levelName, scene);
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SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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i++;
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i++;
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// 消耗物品, 交换其他物品
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="bundles"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="levelName"></param>
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/// <param name="scene"></param>
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public static void SpendPropWithProp(string propName, string otherName,
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int value, int balance,
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string levelName = "", string scene = "", string extraCategory = "")
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{
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string category = string.IsNullOrEmpty(extraCategory) ? Consts.CurrencyCategoryProp : extraCategory;
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SpendVirtualCurrency(propName, value, balance, category, otherName, levelName, scene);
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}
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#endregion
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#endregion
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