namespace Guru
{
using System.Collections.Generic;
using UnityEngine;
///
/// 打点管理
///
public partial class GuruSDK
{
///
/// 主线关卡类型
/// 只有传入此类型时才会进行 Blevel 的累加
///
public const string LevelCategoryMain = "main";
//----------------- 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)
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
Analytics.Track(eventName, data);
}
public static void SetScreen(string screen, string extra = "")
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
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 = LevelCategoryMain, string levelName = "", string levelID = "",
bool isReplay = false)
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
Analytics.LogLevelStart(level, levelName, levelCategory, levelID, startType, isReplay);
}
///
/// 游戏点击 Continue 重开始游戏
///
///
///
///
///
public static void LogLevelContinue(int level, string levelCategory = LevelCategoryMain,
string levelName = "", string levelID = "")
{
LogLevelStart(level, EventLevelStartModeContinue, levelCategory, levelName, levelID, true);
}
///
/// 游戏点击 Continue 重开始游戏
///
///
///
///
///
public static void LogLevelReplay(int level, string levelCategory = LevelCategoryMain,
string levelName = "", string levelID = "")
{
LogLevelStart(level, EventLevelStartModeReplay,levelCategory, levelName, levelID, true);
}
///
/// 游戏胜利打点
///
public static void LogLevelEnd(int level, string result = EventLevelEndSuccess,
string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
int? duration = null, int? step = null, int? score = null )
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
if (InitConfig.AutoRecordFinishedLevels)
{
if(result == EventLevelEndSuccess){
if(levelCategory == LevelCategoryMain) 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 = LevelCategoryMain, 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 = LevelCategoryMain, 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 = LevelCategoryMain, 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)
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
Analytics.LevelUp(playerLevel, playerName);
}
///
/// 玩家解锁成就
///
///
public static void LogAchievement(string achievementName)
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
Analytics.UnlockAchievement(achievementName);
}
#endregion
#region 用户属性
///
/// 设置用户属性
///
///
///
public static void SetUserProperty(string key, string value)
{
if (!IsInitialSuccess)
{
Debug.LogError($"{Tag} Please call first, before you call .");
return;
}
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
#region SDK 打点
///
/// Log SDK boost time
///
///
private static void LogSDKInitTime(double time)
{
Analytics.Track("sdk_init_time", new Dictionary()
{
{"time", time.ToString("F6")},
{"device_id", DeviceId},
}, new Analytics.EventSetting()
{
EnableFirebaseAnalytics = true,
});
}
#endregion
}
}