update: 新增经济打点的接口
parent
6ae05aad01
commit
eba0171628
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@ -320,6 +320,352 @@ namespace Guru
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});
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}
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#endregion
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#region 经济打点
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// ************************************************************************************************
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// *
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// * 经济打点
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// * 内容详参: https://docs.google.com/spreadsheets/d/1xYSsAjbrwqeJm7panoVzHO0PeGRQVDCR4e2CU9OPEzk/edit#gid=0
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// *
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// ************************************************************************************************
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//---------------------------------------- EARN ----------------------------------------
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/// <summary>
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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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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="category"></param>
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/// <param name="levelName"></param>
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/// <param name="itemName"></param>
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/// <param name="scene"></param>
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public static void EarnVirtualCurrency(string currencyName,
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int value, int balance,
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string category = "", string itemName = "",
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string levelName = "", string scene = "")
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{
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Analytics.EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene);
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}
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/// <summary>
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/// 赚取组合: 货币+道具
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="category"></param>
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/// <param name="itemName"></param>
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/// <param name="props"></param>
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/// <param name="levelName"></param>
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/// <param name="scene"></param>
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private static void EarnVirtualCurrencyAndProps(string currencyName,
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int value = 0, int balance = 0,
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string category = "", string itemName = "",
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string levelName = "", string scene = Consts.ParameterDefaultScene,
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string[] props = null)
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{
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//---- Currency -----
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if (value > 0)
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{
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EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene);
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}
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//---- Props --------
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if (null != props)
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{
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int i = 0;
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while (i < props.Length)
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{
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EarnVirtualCurrency(props[i], 1, 0, category, itemName,levelName, scene);
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i++;
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}
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}
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}
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/// <summary>
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/// 签到奖励. 获得货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyBySign(string currencyName,
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int value = 0, int balance = 0, string levelName = "",
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string scene = "home", string[] props = null)
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{
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string category = Consts.CurrencyCategoryReward;
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string itemName = "sign";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// IAP 付费购买. 获得货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="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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int value = 0, int balance = 0, string levelName = "",
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string scene = "store", string[] props = null)
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{
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string category = Consts.CurrencyCategoryIAP;
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string itemName = "sku";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 看广告获取到货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByAds(string currencyName,
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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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{
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string category = Consts.CurrencyCategoryReward;
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string itemName = "ads";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 使用了金币半价 + 看广告获取到货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByPaidAds(string currencyName,
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int value = 0, int balance = 0, string levelName = "",
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string scene = Consts.ParameterDefaultScene, string[] props = null)
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{
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string category = Consts.CurrencyCategoryBonus;
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string itemName = "ads";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 过关奖励获取到货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByLevelComplete(string currencyName,
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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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{
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string category = Consts.CurrencyCategoryReward;
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string itemName = "level";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 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)
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="props">获取的道具名称列表</param>
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/// <param name="scene">应用场景</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="levelName">当前关卡名称</param>
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public static void EarnPropsByVirtualCurrency(string currencyName, string[] props,
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string scene = Consts.ParameterDefaultScene,
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int value = 1, int balance = 0, string levelName = "")
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{
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string category = Consts.CurrencyCategoryIGC;
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string itemName = currencyName;
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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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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/// <param name="propName"></param>
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/// <param name="otherPropName"></param>
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/// <param name="scene"></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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public static void EarnPropsByExchange(string propName, string otherPropName,
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string scene = Consts.ParameterDefaultScene,
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int value = 1, int balance = 0, string levelName = "")
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{
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string category = Consts.CurrencyCategoryIGB;
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string itemName = otherPropName;
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EarnVirtualCurrency(propName, value, balance, category, itemName, levelName, scene);
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}
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/// <summary>
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/// 通过转盘或者抽奖, 获取货币/道具
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/// <li>通常类型: Coin 收入 </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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/// </summary>
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/// <param name="currencyName">货币名称</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="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="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByLottery(string currencyName,
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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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{
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string category = Consts.CurrencyCategoryIGB;
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string itemName = "lottery";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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//---------------------------------------- EARN ----------------------------------------
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/// <summary>
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/// 花费虚拟货币/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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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="category"></param>
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/// <param name="itemName"></param>
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/// <param name="levelName"></param>
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/// <param name="scene"></param>
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public static void SpendVirtualCurrency(string currencyName,
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int value, int balance,
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string category = "", string itemName = "",
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string levelName = "", string scene = "")
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{
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Analytics.SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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}
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/// <summary>
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/// 消耗货币购买道具
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="prop"></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 SpendVirtualCurrencyWithProp(string currencyName, string prop,
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int value, int balance,
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string levelName = "", string scene = "")
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{
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SpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene);
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}
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/// <summary>
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/// 消耗货币购买道具 (含多个)
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="props"></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 SpendVirtualCurrencyWithProps(string currencyName, string[] props,
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int value, int balance,
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string levelName = "", string scene = "")
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{
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string itemName = "";
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string category = Consts.CurrencyCategoryProp;
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if (props != null && props.Length > 0)
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{
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int i = 0;
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while (i < props.Length)
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{
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itemName = props[i];
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SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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i++;
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}
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}
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}
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/// <summary>
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/// 消耗货币购买礼包或组合
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="bundle"></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 SpendVirtualCurrencyWithBundle(string currencyName, string bundle,
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int value, int balance,
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string levelName = "", string scene = "")
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{
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SpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene);
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}
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/// <summary>
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/// 消耗货币购买礼包或组合 (含多个)
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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 SpendVirtualCurrencyWithBundles(string currencyName, string[] bundles,
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int value, int balance,
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string levelName = "", string scene = "")
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{
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string itemName = "";
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string category = Consts.CurrencyCategoryBundle;
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if (bundles != null && bundles.Length > 0)
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{
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int i = 0;
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while (i < bundles.Length)
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{
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itemName = bundles[i];
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SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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i++;
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}
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}
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}
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#endregion
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#region Crashlytics 接口
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@ -215,10 +215,21 @@ namespace Guru
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// 经济相关
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public const string ParameterBalance = "balance"; // 用于余额
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public const string ParameterSku = "sku"; // sku
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public const string ParameterDefaultScene = "ingame"; // 货币消费默认场景
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public const string ParameterVirtualCurrencyName = "virtual_currency_name"; // 虚拟货币名称
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public const string CurrencyNameProps = "props"; // props
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public const string CurrencyCategoryReward = "reward"; // common, ads
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public const string CurrencyCategoryIAP = "iap_buy"; // In app purchase
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public const string CurrencyCategoryBonus = "bonus"; // ads+items, gift box, item group
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public const string CurrencyCategoryIGC = "igc"; // In game currency
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public const string CurrencyCategoryIGB = "igb"; // In game barter
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public const string CurrencyCategoryProp = "prop"; // prop
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public const string CurrencyCategoryBundle = "bundle"; // prop groups
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// SDK
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public const string EventSDKInfo = "sdk_info";
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@ -1,7 +1,7 @@
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{
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"name": "com.guru.unity.sdk",
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"displayName": "Guru SDK",
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"version": "1.0.10",
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"version": "1.0.11",
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"description": "Guru SDK for unity project",
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"unity": "2020.3",
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"author":{
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