288 lines
10 KiB
C#
288 lines
10 KiB
C#
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namespace Guru
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{
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 打点管理
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/// </summary>
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public partial class GuruSDK
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{
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/// <summary>
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/// 主线关卡类型
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/// 只有传入此类型时才会进行 Blevel 的累加
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/// </summary>
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public const string LevelCategoryMain = "main";
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//----------------- 关卡开始类型 ---------------------
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public const string EventLevelStartModePlay = "play";
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public const string EventLevelStartModeReplay = "replay";
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public const string EventLevelStartModeContinue= "continue";
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//----------------- 关卡结束类型 ---------------------
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public const string EventLevelEndSuccess = "success";
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public const string EventLevelEndFail = "fail";
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public const string EventLevelEndExit = "exit";
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public const string EventLevelEndTimeout = "timeout";
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#region 通用接口
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/// <summary>
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/// 自定义事件打点
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/// </summary>
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/// <param name="eventName"></param>
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/// <param name="data"></param>
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public static void LogEvent(string eventName, Dictionary<string, dynamic> data = null)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Init()> first, before you call <LogEvent>.");
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return;
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}
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Analytics.Track(eventName, data);
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}
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public static void SetScreen(string screen, string extra = "")
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: SetScreen {screen} :: Please call <GuruSDK.Init()> first, before you call <SetScreen>.");
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return;
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}
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Analytics.SetCurrentScreen(screen, extra);
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}
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#endregion
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#region 游戏打点
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/// <summary>
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/// 游戏启动打点
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/// </summary>
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/// <param name="level"></param>
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/// <param name="levelName"></param>
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/// <param name="levelCategory"></param>
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/// <param name="levelID"></param>
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/// <param name="startType"></param>
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/// <param name="isReplay"></param>
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public static void LogLevelStart(int level, string startType = EventLevelStartModePlay,
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string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
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bool isReplay = false)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogLevelStart {level} :: Please call <GuruSDK.Init()> first, before you call <LogLevelStart>.");
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return;
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}
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Analytics.LogLevelStart(level, levelName, levelCategory, levelID, startType, isReplay);
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}
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/// <summary>
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/// 游戏点击 Continue 重开始游戏
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/// </summary>
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/// <param name="level"></param>
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/// <param name="levelCategory"></param>
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/// <param name="levelName"></param>
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/// <param name="levelID"></param>
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public static void LogLevelContinue(int level, string levelCategory = LevelCategoryMain,
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string levelName = "", string levelID = "")
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{
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LogLevelStart(level, EventLevelStartModeContinue, levelCategory, levelName, levelID, true);
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}
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/// <summary>
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/// 游戏点击 Continue 重开始游戏
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/// </summary>
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/// <param name="level"></param>
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/// <param name="levelCategory"></param>
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/// <param name="levelName"></param>
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/// <param name="levelID"></param>
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public static void LogLevelReplay(int level, string levelCategory = LevelCategoryMain,
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string levelName = "", string levelID = "")
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{
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LogLevelStart(level, EventLevelStartModeReplay,levelCategory, levelName, levelID, true);
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}
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/// <summary>
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/// 游戏胜利打点
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/// </summary>
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public static void LogLevelEnd(int level, string result = EventLevelEndSuccess,
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string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
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int? duration = null, int? step = null, int? score = null )
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogLevelEnd {level} :: Please call <GuruSDK.Init()> first, before you call <LogLevelEnd>.");
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return;
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}
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if (InitConfig.AutoRecordFinishedLevels)
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{
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if(result == EventLevelEndSuccess){
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if(levelCategory == LevelCategoryMain) Model.SuccessLevelCount++; // 自动记录关卡完成次数
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Model.TotalPlayedCount++; // 自动记录关卡总次数
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}
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Analytics.BLevel = Model.SuccessLevelCount; // 记录 BLevel
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Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay
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}
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Analytics.LogLevelEnd(level, result,
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levelName, levelCategory, levelCategory,
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duration, step, score);
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}
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/// <summary>
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/// 游戏失败打点
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/// 需要为游戏记录详细的失败原因
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/// </summary>
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public static void LogLevelFail(int level,
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string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
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int? duration = null, int? step = null, int? score = null )
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{
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LogLevelEnd(level, EventLevelEndFail, levelCategory, levelName, levelID, duration, step, score);
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}
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/// <summary>
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/// 因退出关卡导致游戏失败
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/// </summary>
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public static void LogLevelFailExit(int level,
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string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
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int? duration = null, int? step = null, int? score = null)
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{
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LogLevelEnd(level, EventLevelEndExit, levelCategory, levelName, levelID, duration, step, score);
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}
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/// <summary>
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/// 因关卡超时导致游戏失败
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/// </summary>
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public static void LogLevelFailTimeout(int level,
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string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
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int? duration = null, int? step = null, int? score = null)
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{
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LogLevelEnd(level, EventLevelEndTimeout, levelCategory, levelName, levelID, duration, step, score);
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}
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/// <summary>
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/// 玩家(角色)升级事件
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/// </summary>
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/// <param name="playerLevel"></param>
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/// <param name="playerName"></param>
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public static void LogLevelUp(int playerLevel, string playerName)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogLevelUp {playerLevel} :: Please call <GuruSDK.Init()> first, before you call <LogLevelUp>.");
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return;
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}
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Analytics.LevelUp(playerLevel, playerName);
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}
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/// <summary>
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/// 玩家解锁成就
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/// </summary>
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/// <param name="achievementName"></param>
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public static void LogAchievement(string achievementName)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call <GuruSDK.Init()> first, before you call <LogAchievement>.");
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return;
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}
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Analytics.UnlockAchievement(achievementName);
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}
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#endregion
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#region 用户属性
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/// <summary>
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/// 设置用户属性
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/// </summary>
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/// <param name="key"></param>
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/// <param name="value"></param>
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public static void SetUserProperty(string key, string value)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: SetUserProperty {key}:{value} ::Please call <GuruSDK.Init()> first, before you call <SetUserProperty>.");
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return;
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}
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Analytics.SetUserProperty(key, value);
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}
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public static void SetUID(string uid)
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{
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SetUserProperty(Analytics.PropertyUserID, uid);
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}
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public static void SetUserBLevel(int blevel)
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{
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SetUserProperty(Analytics.PropertyLevel, $"{blevel}");
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}
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public static void SetUserBPlay(int bplay)
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{
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SetUserProperty(Analytics.PropertyPlay, $"{bplay}");
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}
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public static void SetUserTotalCoins(int totalCoins)
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{
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SetUserProperty(Analytics.PropertyCoin, $"{totalCoins}");
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}
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public static void SetUserCoins(int coins)
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{
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SetUserProperty(Analytics.PropertyNonIAPCoin, $"{coins}");
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}
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public static void SetUserPaidCoins(int paidCoins)
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{
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SetUserProperty(Analytics.PropertyIAPCoin, $"{paidCoins}");
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}
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public static void SetUserExp(int exp)
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{
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SetUserProperty(Analytics.PropertyExp, $"{exp}");
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}
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public static void SetUserHp(int hp)
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{
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SetUserProperty(Analytics.PropertyHp, $"{hp}");
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}
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public static void SetUserGrade(int grade)
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{
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SetUserProperty(Analytics.PropertyGrade, $"{grade}");
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}
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#endregion
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#region SDK 打点
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/// <summary>
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/// Log SDK boost time
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/// </summary>
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/// <param name="time"></param>
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private static void LogSDKInitTime(double time)
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{
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Analytics.Track("sdk_init_time", new Dictionary<string, dynamic>()
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{
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{"time", time.ToString("F6")},
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{"device_id", DeviceId},
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}, new Analytics.EventSetting()
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{
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EnableFirebaseAnalytics = true,
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});
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}
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#endregion
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}
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} |