namespace Guru { using System.Collections.Generic; using UnityEngine; /// /// 打点管理 /// public partial class GuruSDK { //----------------- 关卡开始类型 --------------------- public const string EventLevelStartModePlay = "play"; public const string EventLevelStartModeReplay = "replay"; public const string EventLevelStartModeContinue= "continue"; //----------------- 关卡结束类型 --------------------- public const string EventLevelEndSuccess = "success"; public const string EventLevelEndFail = "fail"; public const string EventLevelEndExit = "exit"; public const string EventLevelEndTimeout = "timeout"; #region 通用接口 /// /// 自定义事件打点 /// /// /// public static void LogEvent(string eventName, Dictionary data = null) => Analytics.Track(eventName, data); public static void SetScreen(string screen, string extra = "") => Analytics.SetCurrentScreen(screen, extra); #endregion #region 游戏打点 /// /// 游戏启动打点 /// /// /// /// /// /// /// public static void LogLevelStart(int level, string startType = EventLevelStartModePlay, string levelCategory = "main", string levelName = "", string levelID = "", bool isReplay = false) { if (!IsInitialSuccess) { Debug.LogError($"{Tag} Please call first, before you call the log event api."); return; } Analytics.LogLevelStart(level, levelName, levelCategory, levelID, startType, isReplay); } /// /// 游戏点击 Continue 重开始游戏 /// /// /// /// /// public static void LogLevelContinue(int level, string levelCategory = "main", string levelName = "", string levelID = "") { LogLevelStart(level, EventLevelStartModeContinue, levelCategory, levelName, levelID, true); } /// /// 游戏点击 Continue 重开始游戏 /// /// /// /// /// public static void LogLevelReplay(int level, string levelCategory = "main", string levelName = "", string levelID = "") { LogLevelStart(level, EventLevelStartModeReplay,levelCategory, levelName, levelID, true); } /// /// 游戏胜利打点 /// public static void LogLevelEnd(int level, string result = EventLevelEndSuccess, string levelCategory = "main", string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null ) { if (InitConfig.AutoRecordFinishedLevels) { if(result == EventLevelEndSuccess) Model.SuccessLevelCount++; // 自动记录关卡完成次数 Model.TotalPlayedCount++; // 自动记录关卡总次数 Analytics.BLevel = Model.SuccessLevelCount; // 记录 BLevel Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay } Analytics.LogLevelEnd(level, result, levelName, levelCategory, levelCategory, duration, step, score); } /// /// 游戏失败打点 /// 需要为游戏记录详细的失败原因 /// public static void LogLevelFail(int level, string levelCategory = "main",string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null ) { LogLevelEnd(level, EventLevelEndFail, levelCategory, levelName, levelID, duration, step, score); } /// /// 因退出关卡导致游戏失败 /// public static void LogLevelFailExit(int level, string levelCategory = "main", string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null) { LogLevelEnd(level, EventLevelEndExit, levelCategory, levelName, levelID, duration, step, score); } /// /// 因关卡超时导致游戏失败 /// public static void LogLevelFailTimeout(int level, string levelCategory = "main", string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null) { LogLevelEnd(level, EventLevelEndTimeout, levelCategory, levelName, levelID, duration, step, score); } /// /// 玩家(角色)升级事件 /// /// /// public static void LogLevelUp(int playerLevel, string playerName) { Analytics.LevelUp(playerLevel, playerName); } /// /// 玩家解锁成就 /// /// public static void LogAchievement(string achievementName) { Analytics.UnlockAchievement(achievementName); } #endregion #region 用户属性 /// /// 设置用户属性 /// /// /// public static void SetUserProperty(string key, string value) => Analytics.SetUserProperty(key, value); public static void SetUID(string uid) { SetUserProperty(Analytics.PropertyUserID, uid); } public static void SetUserBLevel(int blevel) { SetUserProperty(Analytics.PropertyLevel, $"{blevel}"); } public static void SetUserBPlay(int bplay) { SetUserProperty(Analytics.PropertyPlay, $"{bplay}"); } public static void SetUserTotalCoins(int totalCoins) { SetUserProperty(Analytics.PropertyCoin, $"{totalCoins}"); } public static void SetUserCoins(int coins) { SetUserProperty(Analytics.PropertyNonIAPCoin, $"{coins}"); } public static void SetUserPaidCoins(int paidCoins) { SetUserProperty(Analytics.PropertyIAPCoin, $"{paidCoins}"); } public static void SetUserExp(int exp) { SetUserProperty(Analytics.PropertyExp, $"{exp}"); } public static void SetUserHp(int hp) { SetUserProperty(Analytics.PropertyHp, $"{hp}"); } public static void SetUserGrade(int grade) { SetUserProperty(Analytics.PropertyGrade, $"{grade}"); } #endregion } }