namespace Guru { using System; 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($"{Tag} :: LogEvent {eventName} :: Please call first, before you call ."); return; } Analytics.Track(eventName, data); } public static void SetScreen(string screen, string extra = "") { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: SetScreen {screen} :: 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 levelId, string startType = EventLevelStartModePlay, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "", bool isReplay = false) { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: LogLevelStart {levelId} :: Please call first, before you call ."); return; } Analytics.LogLevelStart(levelId, levelName, levelCategory, levelID, startType, isReplay); } /// /// 游戏点击 Continue 重开始游戏 /// /// /// /// /// public static void LogLevelContinue(int levelId, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "") { LogLevelStart(levelId, EventLevelStartModeContinue, levelCategory, levelName, levelID, true); } /// /// 游戏点击 Continue 重开始游戏 /// /// /// /// /// public static void LogLevelReplay(int levelId, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "") { LogLevelStart(levelId, EventLevelStartModeReplay,levelCategory, levelName, levelID, true); } /// /// 游戏胜利打点 /// public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null ) { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: LogLevelEnd {levelId} :: Please call first, before you call ."); return; } if (InitConfig.AutoRecordFinishedLevels) { if(result == EventLevelEndSuccess){ if(levelCategory == LevelCategoryMain) { if (levelId > Model.SuccessLevelId) Model.SuccessLevelId = levelId; // 自动记录关卡完成次数 } Model.TotalPlayedCount++; // 自动记录关卡总次数 } Analytics.BLevel = Model.SuccessLevelId; // 记录 BLevel Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay } Analytics.LogLevelEnd(levelId, 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 levelId, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null ) { LogLevelEnd(levelId, EventLevelEndFail, levelCategory, levelName, levelID, duration, step, score); } /// /// 因退出关卡导致游戏失败 /// public static void LogLevelFailExit(int levelId, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null) { LogLevelEnd(levelId, EventLevelEndExit, levelCategory, levelName, levelID, duration, step, score); } /// /// 因关卡超时导致游戏失败 /// public static void LogLevelFailTimeout(int levelId, string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "", int? duration = null, int? step = null, int? score = null) { LogLevelEnd(levelId, 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($"{Tag} :: LogLevelUp {playerLevel} :: Please call first, before you call ."); return; } Analytics.LevelUp(playerLevel, playerName); } /// /// 玩家解锁成就 /// /// public static void LogAchievement(string achievementName) { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call first, before you call ."); return; } Analytics.UnlockAchievement(achievementName); } #endregion #region 用户属性 /// /// 提前调用用户属性 /// private static void InitUserProperties() { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: InitUserProperties :: Please call first, before you call ."); return; } SetUserIsIAP(Model.IsIAPUser); // 预先设置用户的 IAP User 属性 SetUserBLevel(Model.SuccessLevelId); // 预先设置用户的 BLevel 属性 SetUserBPlay(Model.TotalPlayedCount); // 预先设置用户的 BPlay 属性 } /// /// 设置用户属性 /// /// /// public static void SetUserProperty(string key, string value) { if (!IsInitialSuccess) { Debug.LogError($"{Tag} :: SetUserProperty {key}:{value} ::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}"); } public static void SetUserIsIAP(bool isIapUser) { SetUserProperty(Analytics.PropertyIsIAPUser, isIapUser? "true" : "false"); } #endregion #region SDK 打点 /// /// Log SDK boost time /// /// private static void LogSDKInitTime(double time) { Analytics.Track(Consts.EventSDKInfo, new Dictionary() { { Consts.PropertyFirstOpenTime, time.ToString("F6") }, { Consts.PropertyDeviceID, DeviceId }, }, new Analytics.EventSetting() { EnableFirebaseAnalytics = true, }); } private static void LogFirebaseDeps(bool success) { Analytics.Track(Consts.EventSDKInfo, new Dictionary() { { Consts.ParameterItemName, $"fbs_done_{(success ? "true" : "false")}" }, }, new Analytics.EventSetting() { EnableFirebaseAnalytics = true, }); } #endregion #region 经济打点 // ************************************************************************************************ // * // * 经济打点 // * 内容详参: https://docs.google.com/spreadsheets/d/1xYSsAjbrwqeJm7panoVzHO0PeGRQVDCR4e2CU9OPEzk/edit#gid=0 // * // ************************************************************************************************ //---------------------------------------- EARN ---------------------------------------- /// /// 获取虚拟货币/道具. /// 基础接口, 不推荐项目组直接调用 /// 请直接调用其他对应场景的统计接口 /// /// /// /// /// /// /// /// public static void EarnVirtualCurrency(string currencyName, int value, int balance, string category = "", string itemName = "", string levelName = "", string scene = "") { Analytics.EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene); } /// /// 赚取组合: 货币+道具 /// /// /// /// /// /// /// /// /// private static void EarnVirtualCurrencyAndProps(string currencyName, int value = 0, int balance = 0, string category = "", string itemName = "", string levelName = "", string scene = Consts.ParameterDefaultScene, string[] props = null) { //---- Currency ----- if (value > 0) { EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene); } //---- Props -------- if (null != props) { int i = 0; while (i < props.Length) { EarnVirtualCurrency(props[i], 1, 0, category, itemName,levelName, scene); i++; } } } /// /// 签到奖励. 获得货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyBySign(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = "home", string[] props = null) { string category = Consts.CurrencyCategoryReward; string itemName = "sign"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// IAP 付费购买. 获得货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyByIAP(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = "store", string[] props = null) { string category = Consts.CurrencyCategoryIAP; string itemName = "sku"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// 看广告获取到货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyByAds(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = "store", string[] props = null) { string category = Consts.CurrencyCategoryReward; string itemName = "ads"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// 使用了金币半价 + 看广告获取到货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyByPaidAds(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = Consts.ParameterDefaultScene, string[] props = null) { string category = Consts.CurrencyCategoryBonus; string itemName = "ads"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// 过关奖励获取到货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyByLevelComplete(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = "store", string[] props = null) { string category = Consts.CurrencyCategoryReward; string itemName = "level"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// 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) /// /// 货币名称 /// 获取的道具名称列表 /// 应用场景 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 public static void EarnPropsByVirtualCurrency(string currencyName, string[] props, string scene = Consts.ParameterDefaultScene, int value = 1, int balance = 0, string levelName = "") { string category = Consts.CurrencyCategoryIGC; string itemName = currencyName; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } /// /// 通过道具交换/合成或得了其他道具 /// /// /// /// /// /// /// public static void EarnPropsByExchange(string propName, string otherPropName, string scene = Consts.ParameterDefaultScene, int value = 1, int balance = 0, string levelName = "") { string category = Consts.CurrencyCategoryIGB; string itemName = otherPropName; EarnVirtualCurrency(propName, value, balance, category, itemName, levelName, scene); } /// /// 通过转盘或者抽奖, 获取货币/道具 ///
  • 通常类型: Coin 收入
  • ///
  • 特殊类型: Coin + Props (道具列表)
  • ///
  • 特殊类型: Props (道具列表)
  • ///
    /// 货币名称 /// 赚取金额 /// 货币总量(累加后) /// 当前关卡名称 /// 应用场景 /// 获取的道具名称列表 public static void EarnVirtualCurrencyByLottery(string currencyName, int value = 0, int balance = 0, string levelName = "", string scene = "store", string[] props = null) { string category = Consts.CurrencyCategoryIGB; string itemName = "lottery"; EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props); } //---------------------------------------- EARN ---------------------------------------- /// /// 花费虚拟货币/道具 /// 基础接口, 不推荐项目组直接调用 /// 请直接调用其他对应场景的统计接口 /// /// /// /// /// /// /// /// public static void SpendVirtualCurrency(string currencyName, int value, int balance, string category = "", string itemName = "", string levelName = "", string scene = "") { Analytics.SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene); } /// /// 消耗货币购买道具 /// /// /// /// /// /// /// public static void SpendVirtualCurrencyWithProp(string currencyName, string prop, int value, int balance, string levelName = "", string scene = "") { SpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene); } /// /// 消耗货币购买道具 (含多个) /// /// /// /// /// /// /// public static void SpendVirtualCurrencyWithProps(string currencyName, string[] props, int value, int balance, string levelName = "", string scene = "") { string itemName = ""; string category = Consts.CurrencyCategoryProp; if (props != null && props.Length > 0) { int i = 0; while (i < props.Length) { itemName = props[i]; SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene); i++; } } } /// /// 消耗货币购买礼包或组合 /// /// /// /// /// /// /// public static void SpendVirtualCurrencyWithBundle(string currencyName, string bundle, int value, int balance, string levelName = "", string scene = "") { SpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene); } /// /// 消耗货币购买礼包或组合 (含多个) /// /// /// /// /// /// /// public static void SpendVirtualCurrencyWithBundles(string currencyName, string[] bundles, int value, int balance, string levelName = "", string scene = "") { string itemName = ""; string category = Consts.CurrencyCategoryBundle; if (bundles != null && bundles.Length > 0) { int i = 0; while (i < bundles.Length) { itemName = bundles[i]; SpendVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene); i++; } } } #endregion #region Crashlytics 接口 public static void CrashLog(string message) { if (!IsFirebaseReady) return; CrashlyticsAgent.Log(message); } public static void CrashException(string message) { if (!IsFirebaseReady) return; CrashlyticsAgent.LogException(message); } public static void CrashException(Exception ex) { if (!IsFirebaseReady) return; CrashlyticsAgent.LogException(ex); } public static void CrashCustomKeys(string key, string value) { if (!IsFirebaseReady) return; CrashlyticsAgent.SetCustomKey(key, value); } #endregion } }