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9 changed files with 93 additions and 274 deletions

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@ -20,10 +20,6 @@ namespace Guru
/// </summary>
public bool IAPEnabled = true;
/// <summary>
/// 自动申请推送授权信息
/// </summary>
public bool AutoNotificationPermission = true;
/// <summary>
/// 自动记录完成的关卡
/// </summary>
public bool AutoRecordFinishedLevels = true;
@ -101,18 +97,12 @@ namespace Guru
public override string ToString()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine($"------- Custom InitConfig -------");
sb.AppendLine($"\t UseCustomConsent: {UseCustomConsent}");
sb.AppendLine($"\t AutoLoadWhenAdsReady: {AutoLoadWhenAdsReady}");
sb.AppendLine($"\t IAPEnabled: {IAPEnabled}");
sb.AppendLine($"\t AutoNotificationPermission: {AutoNotificationPermission}");
sb.AppendLine($"\t AutoRecordFinishedLevels: {AutoRecordFinishedLevels}");
sb.AppendLine($"\t CustomServiceKey: {CustomServiceKey}");
sb.AppendLine($"\t BannerBackgroundColor: {BannerBackgroundColor}");
sb.AppendLine($"\t IsBuyNoAds: {IsBuyNoAds}");
sb.AppendLine($"\t DebugMode: {DebugMode}");
sb.AppendLine($"\t DefaultRemote: Count: {DefaultRemoteData.Count}");
sb.AppendLine($"------- Custom InitConfig -------");
sb.AppendLine($"------- Custom init Config -------");
sb.AppendLine($"\tUseCustomConsent: {UseCustomConsent}");
sb.AppendLine($"\tAutoLoadWhenAdsReady: {AutoLoadWhenAdsReady}");
sb.AppendLine($"\tIAPEnabled: {IAPEnabled}");
sb.AppendLine($"\tShowDebugLog: {DebugMode}");
sb.AppendLine($"------- Custom init Config -------");
return sb.ToString();
}

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@ -1,13 +1,14 @@
namespace Guru
{
using UnityEngine;
using System;
using Guru.Notification;
public partial class GuruSDK
{
private const float CONSENT_FLOW_TIMEOUT = 10; // Consent Flow 超时时间(秒)
private static AdsInitSpec _adInitSpec;
/// <summary>
@ -52,7 +53,7 @@ namespace Guru
if (userAllow)
{
#if UNITY_IOS
Instance.CheckAttStatus();
CheckAttStatus();
#else
StartAdService(spec);
#endif
@ -80,8 +81,6 @@ namespace Guru
private bool _hasConsentCalled = false;
private bool _adServiceHasStarted = false;
private string _notiStatue = "";
private bool _hasNotiGranted = false;
/// <summary>
/// 启动Consent流程
@ -89,12 +88,10 @@ namespace Guru
/// </summary>
private void StartConsentFlow()
{
LogI($"#4.5 --- StartConsentFlow ---");
float time = 1;
if (!_adServiceHasStarted && _appServicesConfig != null)
{
time = _appServicesConfig.IsAdsCompliance() ? CONSENT_FLOW_TIMEOUT : 1f; // 启动合规判定后, 延迟最多 10 秒后启动广告
time = _appServicesConfig.IsAdsCompliance() ? 10 : 1f; // 启动合规判定后, 延迟最多 10 秒后启动广告
}
Delay(time, AdServiceHandler); // 广告延迟启动
@ -133,7 +130,7 @@ namespace Guru
#if UNITY_IOS
CheckAttStatus(); // [iOS] Consent 启动后检查 ATT 初始值
#elif UNITY_ANDROID
CheckNotiPermission(); // Consent 回调后检查 Notification 权限
CheckPermission(); // [Android] Consent 回调后检查 Push 推送权限
#endif
// 内部处理后继逻辑
@ -157,8 +154,6 @@ namespace Guru
StartAdService(_adInitSpec);
}
#endregion
#region IOS ATT 广告授权流程
@ -172,7 +167,7 @@ namespace Guru
/// <summary>
/// 显示系统的 ATT 弹窗
/// </summary>
public void RequestAttDialog()
public static void RequestAttDialog()
{
LogI($"RequestATTDialog");
ATTManager.RequestATTDailog(ReportAttStatus);
@ -191,7 +186,7 @@ namespace Guru
/// <summary>
/// iOS 平台检查 ATT 状态
/// </summary>
private void CheckAttStatus(bool autoReCall = false)
private static void CheckAttStatus(bool autoReCall = false)
{
_autoReCallAtt = autoReCall;
@ -199,7 +194,7 @@ namespace Guru
Delay(1, () => ATTManager.CheckStatus(ReportAttStatus));
}
private void ReportAttStatus(string status)
private static void ReportAttStatus(string status)
{
LogI($"{Tag} --- Get Att status:{status} att Type:{_attType} recall:{_autoReCallAtt}");
SetUserProperty(Analytics.ParameterATTStatus, status); // 当前的状态
@ -226,85 +221,45 @@ namespace Guru
// ATT 状态已授权
break;
}
CheckNotiPermission(); // Consent 回调后检查 Notification 权限
}
#endif
#endregion
#region Notification Permission Check
#region Android 13 PushNotification Permission
/// <summary>
/// 初始化 Noti Service
/// </summary>
private void InitNotiPermission()
private const string PERMISSION_POST_NOTIFICATION = "android.permission.POST_NOTIFICATIONS";
private void CheckPermission()
{
bool hasNotiGranted = false;
_notiStatue = "no_determined";
NotificationService.Initialize(); // 初始化 Noti 服务
SetNotiPerm(NotificationService.GetStatus());
}
/// <summary>
/// 检查 Noti 状态
/// </summary>
private void CheckNotiPermission()
{
var status = NotificationService.GetStatus();
// 如果未启用自动 Noti 授权,则直接上报状态
if (!_initConfig.AutoNotificationPermission)
float delay = 1;
UnityEngine.Debug.Log($"---- Check PushPermission ---");
#if UNITY_ANDROID
// 如果已经请求过权限的话, 则不做动作
if (UnityEngine.Android.Permission.HasUserAuthorizedPermission(PERMISSION_POST_NOTIFICATION))
{
UnityEngine.Debug.LogWarning($"[SDK] ---- AutoNotificationPermission is OFF, Project should request permission own.");
UnityEngine.Debug.Log($"--- PushPermission has passed ---");
return;
}
#endif
Invoke(nameof(RequestNotification), delay);
}
bool isGranted = NotificationService.IsPermissionGranted();
UnityEngine.Debug.Log($"[SDK] ---- Check Noti Permission: {isGranted}");
if (isGranted)
/// <summary>
/// 请求Notification
/// </summary>
private void RequestNotification()
{
#if UNITY_ANDROID
UnityEngine.Debug.Log("--- Target 33 Request Notification ---");
// Android直接申请授权
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(PERMISSION_POST_NOTIFICATION))
{
UnityEngine.Debug.Log($"[SDK] ---- Set Notification Permission: {status}");
SetNotiPerm(status);
return;
UnityEngine.Android.Permission.RequestUserPermission(PERMISSION_POST_NOTIFICATION);
}
RequestNotificationPermission(); // 请求授权
#endif
}
/// <summary>
/// 请求推送授权
/// </summary>
/// <param name="callback"></param>
public static void RequestNotificationPermission(Action<string> callback = null)
{
UnityEngine.Debug.Log($"[SDK] ---- RequestNotificationPermission");
NotificationService.RequestPermission(status =>
{
UnityEngine.Debug.Log($"[SDK] ---- Set Notification Permission: {status}");
if(!string.IsNullOrEmpty(status)) SetNotiPerm(status);
callback?.Invoke(status);
});
}
/// <summary>
/// 获取 Notification 状态值
/// </summary>
/// <returns></returns>
public static string GetNotificationStatus()
{
return NotificationService.GetStatus();
}
/// <summary>
/// 用户是否已经获取了 Notification 授权了
/// </summary>
/// <returns></returns>
public static bool IsNotificationPermissionGranted()
{
return NotificationService.IsPermissionGranted();
}
#endregion
@ -351,12 +306,10 @@ namespace Guru
ADService.OnInterstitialStartLoad = OnInterstitialStartLoad;
ADService.OnInterstitialLoaded = OnInterstitialLoaded;
ADService.OnInterstitialFailed = OnInterstitialFailed;
ADService.OnInterstitialClosed = OnInterstitialClosed;
// RADS
ADService.OnRewardedStartLoad = OnRewardStartLoad;
ADService.OnRewardLoaded = OnRewardLoaded;
ADService.OnRewardFailed = OnRewardFailed;
ADService.OnRewardClosed = OnRewardClosed;
ADService.OnRewardedStartLoad = OnRewardedStartLoad;
ADService.OnRewardLoaded = OnRewardedLoaded;
ADService.OnRewardFailed = OnRewardedFailed;
// ---------- Start Services ----------
ADService.Instance.StartService(OnAdsInitComplete, spec);
@ -385,16 +338,12 @@ namespace Guru
=> Callbacks.Ads._onInterstitialADLoaded?.Invoke();
private static void OnInterstitialFailed()
=> Callbacks.Ads._onInterstitialADFailed?.Invoke();
private static void OnInterstitialClosed()
=> Callbacks.Ads._onInterstitialADClosed?.Invoke();
private static void OnRewardStartLoad(string adUnitId)
private static void OnRewardedStartLoad(string adUnitId)
=> Callbacks.Ads._onRewardedADStartLoad?.Invoke(adUnitId);
private static void OnRewardLoaded()
private static void OnRewardedLoaded()
=> Callbacks.Ads._onRewardedADLoaded?.Invoke();
private static void OnRewardFailed()
private static void OnRewardedFailed()
=> Callbacks.Ads._onRewardADFailed?.Invoke();
private static void OnRewardClosed()
=> Callbacks.Ads._onRewardADClosed?.Invoke();
private static void OnAdsInitComplete()
{
@ -545,7 +494,6 @@ namespace Guru
}
#endregion
}

View File

@ -39,11 +39,11 @@ namespace Guru
/// <param name="priority"></param>
public static void LogEvent(string eventName, Dictionary<string, dynamic> data = null, int priority = -1)
{
// if (!IsInitialSuccess)
// {
// UnityEngine.Debug.LogError($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
// return;
// }
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
return;
}
if(priority < 0) priority = GetEventPriorityInt(eventName);
@ -453,10 +453,6 @@ namespace Guru
SetUserProperty(Consts.PropertyATTStatus, status);
}
public static void SetAdjustId(string adjustId)
{
SetUserProperty(Consts.PropertyAdjustId, adjustId);
}
/// <summary>
/// 初始化时调用一下所有的属性打点 </br>
@ -617,7 +613,6 @@ 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>
/// <param name="extra">自定义数据</param>
public static void LogEarnVirtualCurrency(string currencyName,
int value, int balance,
string category = "", string itemName = "",
@ -626,55 +621,19 @@ namespace Guru
Analytics.EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene, extra);
}
/// <summary>
/// 游戏初次启动/用户获得初始道具
/// </summary>
/// <param name="currencyName">货币名称</param>
/// <param name="value">货币增加值 10</param>
/// <param name="balance">结算后货币总量 20 -> 30</param>
/// <param name="levelName">购入道具 ID / 道具名称</param>
/// <param name="scene">购买场景如 Store, Workbench, Sign, Ads....</param>
/// <param name="extra">自定义数据</param>
public static void LogEarnVirtualCurrencyByFirstOpen(string currencyName,
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
string item_category = Consts.CurrencyCategoryReward;
string item_name = "first_open";
Analytics.EarnVirtualCurrency(currencyName, value, balance, item_category, item_name,levelName, scene, extra);
}
/// <summary>
/// 出售道具后获取货币
/// </summary>
/// <param name="currencyName">货币名称</param>
/// <param name="value">货币增加值 10</param>
/// <param name="balance">结算后货币总量 20 -> 30</param>
/// <param name="itemName">购买道具名称</param>
/// <param name="levelName">当前关卡或者人物等级名称</param>
/// <param name="scene">购买场景如 Store, Workbench, Sign, Ads....</param>
/// <param name="extra">自定义数据</param>
public static void LogEarnVirtualCurrencyBySellItem(string currencyName,
int value, int balance, string itemName,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
string item_category = Consts.CurrencyCategoryIGC;
Analytics.EarnVirtualCurrency(currencyName, value, balance, item_category, itemName,levelName, scene, extra);
}
/// <summary>
/// 赚取组合: 货币+道具 (earn_virtual_currency) (props)
/// </summary>
/// <param name="currencyName">货币名称</param>
/// <param name="value">货币增加值 10</param>
/// <param name="balance">结算后货币总量 20 -> 30</param>
/// <param name="category">消耗类型, 默认值请赋 reward</param>
/// <param name="itemName">购买道具名称</param>
/// <param name="props">获取的道具组合</param>
/// <param name="levelName">当前关卡或者人物等级名称</param>
/// <param name="scene">购买场景如 Store, Workbench, Sign, Ads....</param>
/// <param name="extra">自定义数据</param>
/// <param name="currencyName"></param>
/// <param name="value"></param>
/// <param name="balance"></param>
/// <param name="category"></param>
/// <param name="itemName"></param>
/// <param name="props"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
private static void LogEarnVirtualCurrencyAndProps(string currencyName,
int value = 0, int balance = 0,
string category = "", string itemName = "",
@ -808,23 +767,22 @@ namespace Guru
/// <summary>
/// 购买获得 Prop (earn_virtual_currency) (reward:level)
/// 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">购买的道具名称</param>
/// <param name="spendCurrencyName">消费货币名称</param>
/// <param name="currencyName">货币名称</param>
/// <param name="props">获取的道具名称列表</param>
/// <param name="scene">应用场景</param>
/// <param name="value">购入数量</param>
/// <param name="balance">道具总量(累加后)</param>
/// <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>
/// <param name="extra"></param>
public static void LogEarnVirtualCurrencyByIGC(string currencyName, string spendCurrencyName, int value = 0, int balance = 0,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
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 = spendCurrencyName;
if (string.IsNullOrEmpty(scene)) scene = Consts.ParameterDefaultScene;
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, null, extra); // TODO 这里的打点不对
string itemName = currencyName;
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
}
/// <summary>
@ -888,23 +846,6 @@ namespace Guru
Analytics.SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
}
/// <summary>
/// 消耗 Boost 道具
/// </summary>
/// <param name="currencyName">货币/道具名称</param>
/// <param name="value">货币消耗值 10</param>
/// <param name="balance">结算后货币总量 30 -> 20</param>
/// <param name="category"></param>
/// <param name="itemName"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
/// <param name="extra"></param>
public static void LogSpendVirtualCurrencyAsBoost(string currencyName, int value, int balance, string itemName = "",
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryBoost;
Analytics.SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
}
/// <summary>
/// 消耗货币购买道具 (spend_virtual_currency) (props)
@ -919,8 +860,7 @@ namespace Guru
int value, int balance,
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
{
string category = Consts.CurrencyCategoryProp;
LogSpendVirtualCurrency(currencyName, value, balance, category, prop, levelName, scene, extra);
LogSpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene, extra);
}
/// <summary>
@ -1301,11 +1241,11 @@ namespace Guru
/// <param name="eventNames"></param>
public static void SetEventPriority(EventPriority priority, string[] eventNames)
{
// if (!IsInitialSuccess)
// {
// UnityEngine.Debug.LogError($"{Tag} :: LogEvent {priority} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
// return;
// }
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogEvent {priority} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
return;
}
if (Model.event_priorities == null) Model.event_priorities = new Dictionary<string, int>(10);
@ -1324,11 +1264,11 @@ namespace Guru
public static void SetEventPriority(EventPriority priority, string eventName)
{
// if (!IsInitialSuccess)
// {
// UnityEngine.Debug.LogError($"{Tag} :: LogEvent {priority} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
// return;
// }
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogEvent {priority} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
return;
}
SetEventPriority(priority, new string[]{eventName});
}

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@ -73,7 +73,6 @@ namespace Guru
remove => _onAdsInitComplete -= value;
}
//------------ BANNER -----------------
internal static Action<string> _onBannerADStartLoad;
public static event Action<string> OnBannerADStartLoad
{
@ -88,7 +87,6 @@ namespace Guru
remove => _onBannerADLoaded -= value;
}
//------------ INTER -----------------
internal static Action<string> _onInterstitialADStartLoad;
public static event Action<string> OnInterstitialADStartLoad
{
@ -110,14 +108,6 @@ namespace Guru
remove => _onInterstitialADFailed -= value;
}
internal static Action _onInterstitialADClosed;
public static event Action OnInterstitialADClosed
{
add => _onInterstitialADClosed += value;
remove => _onInterstitialADClosed -= value;
}
//------------ REWARD -----------------
internal static Action<string> _onRewardedADStartLoad;
public static event Action<string> OnRewardedADStartLoad
{
@ -132,13 +122,6 @@ namespace Guru
remove => _onRewardedADLoaded -= value;
}
internal static Action _onRewardADClosed;
public static event Action OnRewardedADClosed
{
add => _onRewardADClosed += value;
remove => _onRewardADClosed -= value;
}
internal static Action _onRewardADFailed;
public static event Action OnRewardADFailed
{

View File

@ -241,12 +241,11 @@ namespace Guru
public const string PropertyNoAds = "no_ads"; // 玩家是否去广告
public const string PropertyATTStatus = "att_status"; // ATT 状态
public const string PropertyNotiPerm = "noti_perm"; // Notification Permission 状态
public const string PropertyAdjustId = "adjust_id"; // AdjustId
public const string PropertyGDPR = "gdpr"; // GDPR状态
// 经济相关
public const string ParameterBalance = "balance"; // 用于余额
public const string ParameterDefaultScene = "in_game"; // 货币消费默认场景
public const string ParameterDefaultScene = "ingame"; // 货币消费默认场景
public const string ParameterVirtualCurrencyName = "virtual_currency_name"; // 虚拟货币名称
@ -260,7 +259,7 @@ namespace Guru
public const string CurrencyCategoryProp = "prop"; // prop
public const string CurrencyCategoryProps = "props"; // props
public const string CurrencyCategoryBundle = "bundle"; // prop groups
public const string CurrencyCategoryBoost = "boost"; // boost
// SDK
public const string EventSDKInfo = "sdk_info";

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@ -1,6 +1,3 @@
using System;
using UnityEngine;
namespace Guru
{
public partial class GuruSDK
@ -44,41 +41,5 @@ namespace Guru
}
#endregion
#region Android System
#if UNITY_ANDROID
/// <summary>
/// 获取 AndroidSDK 的系统版本号
/// </summary>
/// <returns></returns>
public static int GetAndroidSystemVersion()
{
try
{
// sdkInt 是 Android SDK 的整数版本号,例如 Android 10 对应 29。
// release 是 Android 版本的字符串表示,例如 "10"。
using (AndroidJavaClass jc = new AndroidJavaClass("android.os.Build$VERSION"))
{
int sdkInt = jc.GetStatic<int>("SDK_INT");
Debug.LogWarning($"[SDK] --- Android SDK Version:{sdkInt}");
return sdkInt;
}
}
catch (Exception ex)
{
Debug.LogError(ex);
}
return 0;
}
#endif
#endregion
}
}

View File

@ -9,10 +9,8 @@ namespace Guru
public partial class GuruSDK: MonoBehaviour
{
// SDK_VERSION
public const string Version = "1.0.14";
// Const
public const string Version = "1.0.12"; //SDK_VERSION
public const string Tag = "[Guru]";
public const string ServicesConfigKey = "guru_services";
@ -165,7 +163,7 @@ namespace Guru
FirebaseUtil.onInitComplete += OnFirebaseReady;
FirebaseUtil.OnUserAuthResult += OnUserAuthResult;
FirebaseUtil.OnFirebaseAuthResult += OnFirebaseAuthResult;
FirebaseUtil.InitFirebase(null); // 确保所有的逻辑提前被调用到 + Analytics.Init TODO之后需要改为事件驱动
FirebaseUtil.InitFirebase(null); // 确保所有的逻辑提前被调用到
LogI($"#2.1 --- InitFacebook ---");
//---------- Start Facebook ------------
@ -211,7 +209,7 @@ namespace Guru
private void OnFirebaseReady(bool success)
{
FirebaseUtil.onInitComplete -= OnFirebaseReady;
LogI($"#3 --- On FirebaseDeps: {success} ---");
LogI($"#3 --- On FirebaseDeps:{success} ---");
IsFirebaseReady = success;
Callbacks.SDK._onFirebaseReady?.Invoke(success);
// LogFirebaseDeps(success);
@ -278,11 +276,9 @@ namespace Guru
/// </summary>
private void InitAllServices()
{
// -------- Init Analytics ---------
//-------- Init Analytics ---------
InitUserProperties();
SetSDKEventPriority();
// -------- Init Noti -----------
InitNotiPermission();
bool useKeywords = false;
bool useIAP = _initConfig.IAPEnabled;
@ -419,6 +415,7 @@ namespace Guru
// StartConsentFlow();
Try(() =>
{
LogI($"#4.5 --- StartConsentFlow ---");
StartConsentFlow();
}, ex =>
{
@ -758,6 +755,7 @@ namespace Guru
}
}
#endregion
}
}

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@ -1,7 +1,7 @@
{
"name": "com.guru.unity.sdk",
"displayName": "Guru SDK",
"version": "1.0.14",
"version": "1.0.13",
"description": "Guru SDK for unity project",
"unity": "2020.3",
"author":{