1362 lines
56 KiB
C#
1362 lines
56 KiB
C#
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namespace Guru
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{
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using System;
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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 LevelTypeMain = "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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/// <param name="priority"></param>
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public static void LogEvent(string eventName, Dictionary<string, dynamic> data = null, int priority = -1)
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{
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// if (!IsInitialSuccess)
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// {
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// UnityEngine.Debug.LogError($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
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// return;
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// }
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if(priority < 0) priority = GetEventPriorityInt(eventName);
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Analytics.Track(eventName, data, null, priority);
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}
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public static void SetScreen(string screen, string extra = "")
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: SetScreen {screen} :: Please call <GuruSDK.Start()> 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 (level_start)
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/// </summary>
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/// <param name="levelId">关卡Id</param>
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/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
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/// <param name="levelType">关卡类型: 主线:main</param>
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/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="startType">关卡开始类型: play:开始游戏;replay:重玩;continue:继续游戏</param>
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/// <param name="isReplay">是否重新开始: true/false</param>
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/// <param name="extra">扩展数据</param>
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public static void LogLevelStart(int levelId, string startType = EventLevelStartModePlay,
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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bool isReplay = false, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: LogLevelStart {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelStart>.");
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return;
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}
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Analytics.LogLevelStart(levelId, levelName, levelType, itemId, startType, isReplay, extra);
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}
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/// <summary>
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/// 游戏点击 Continue 继续游戏 (level_start) (continue)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="extra"></param>
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public static void LogLevelContinue(int levelId, string levelType = LevelTypeMain,
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string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
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{
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LogLevelStart(levelId, EventLevelStartModeContinue, levelType, levelName, itemId, true, extra:extra);
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}
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/// <summary>
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/// 游戏点击 Replay 重玩关卡 (level_start) (replay)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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public static void LogLevelReplay(int levelId, string levelType = LevelTypeMain,
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string levelName = "", string itemId = "", Dictionary<string, object> extra = null)
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{
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LogLevelStart(levelId, EventLevelStartModeReplay,levelType, levelName, itemId, true, extra:extra);
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}
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/// <summary>
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/// 关卡结束打点 (level_end)
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/// </summary>
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/// <param name="levelId">关卡Id</param>
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/// <param name="result">success:成功;fail:失败;exit:退出;timeout:超时;replay:重玩...</param>
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/// <param name="levelType">关卡类型: 主线:main</param>
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/// <param name="levelName">关卡名称: main_01_9001, daily_challenge_81011</param>
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/// <param name="itemId">配置/谜题/图片/自定义Id: 101120</param>
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/// <param name="duration">关卡完成时长(单位:毫秒)</param>
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/// <param name="step">步数(有则上报)</param>
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/// <param name="score">分数(有则上报)</param>
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/// <param name="extra">扩展数据</param>
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public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess,
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError(
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$"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
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return;
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}
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// 优先打 level_end 事件
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Analytics.LogLevelEnd(levelId, result, levelName, levelType, itemId, duration, step, score, extra);
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// 自动记录关卡属性
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if (InitConfig.AutoRecordFinishedLevels)
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{
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if (result == EventLevelEndSuccess)
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{
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if (levelType == LevelTypeMain)
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{
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if (levelId > Model.SuccessLevelId) Model.SuccessLevelId = levelId; // 自动记录关卡完成次数
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}
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Model.TotalPlayedCount++; // 自动记录关卡总次数
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Analytics.LevelEndSuccess(Model.TotalPlayedCount); // 自动 level_end_success
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}
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Analytics.BLevel = Model.SuccessLevelId; // 记录 BLevel
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Analytics.BPlay = Model.TotalPlayedCount; // 记录 BPlay
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}
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}
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/// <summary>
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/// 关卡首次通关
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/// </summary>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="level"></param>
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/// <param name="result"></param>
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/// <param name="duration"></param>
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/// <param name="extra"></param>
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public static void LogLevelFirstEnd(string levelType, string levelName, int level,
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string result = EventLevelEndSuccess, int duration = 0, Dictionary<string, object> extra = null)
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{
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Analytics.LevelFirstEnd(levelType, levelName, level, result, duration, extra);
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}
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/// <summary>
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/// 关卡总胜利次数打点 (level_end_success_{num})
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/// </summary>
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/// <param name="bPlay">完成总关数累计值</param>
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/// /// <param name="extra">扩展参数</param>
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public static void LogLevelEndSuccess(int bPlay, Dictionary<string, object> extra = null)
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{
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if (InitConfig.AutoRecordFinishedLevels) return;
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Analytics.LevelEndSuccess(bPlay, extra);
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}
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/// <summary>
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/// 游戏失败打点 (level_end) (fail)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFail(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null , Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndFail, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 游戏失败退出 (level_end) (exit)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFailExit(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndExit, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 关卡超时失败 (level_end) (timeout)
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/// </summary>
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/// <param name="levelId"></param>
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/// <param name="levelType"></param>
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/// <param name="levelName"></param>
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/// <param name="itemId"></param>
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/// <param name="duration"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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/// <param name="extra"></param>
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public static void LogLevelFailTimeout(int levelId,
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string levelType = LevelTypeMain, string levelName = "", string itemId = "",
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int duration = 0, int? step = null, int? score = null, Dictionary<string, object> extra = null)
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{
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LogLevelEnd(levelId, EventLevelEndTimeout, levelType, levelName, itemId, duration, step, score, extra);
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}
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/// <summary>
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/// 玩家(角色)升级事件 (level_up)
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/// </summary>
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/// <param name="playerLevel"></param>
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/// <param name="characterName"></param>
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/// <param name="extra">扩展数据</param>
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public static void LogLevelUp(int playerLevel, string characterName, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: LogLevelUp {playerLevel} :: Please call <GuruSDK.Start()> first, before you call <LogLevelUp>.");
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return;
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}
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Analytics.LevelUp(playerLevel, characterName, extra);
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}
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/// <summary>
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/// 玩家解锁成就 (unlock_achievement)
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/// </summary>
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/// <param name="achievementId"></param>
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/// <param name="extra">扩展数据</param>
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public static void LogAchievement(string achievementId, Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementId} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
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return;
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}
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Analytics.UnlockAchievement(achievementId, extra);
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}
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/// <summary>
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/// 玩家体力变化 (hp_points)
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/// </summary>
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/// <param name="scene">场景</param>
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/// <param name="hp">HP 增量值</param>
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/// <param name="hpBefore">HP 初始值</param>
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/// <param name="hpAfter">HP 结算值</param>
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/// <param name="extra">额外数据</param>
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public static void LogHpPoints(string scene, int hp, int hpBefore, int hpAfter,
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Dictionary<string, object> extra = null)
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError(
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$"{Tag} :: LogHpPoints {hp} :: Please call <GuruSDK.Start()> first, before you call <LogHpChanged>.");
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return;
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}
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var dict = new Dictionary<string, object>()
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{
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[Consts.ParameterItemCategory] = scene,
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["hp"] = hp,
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["hp_before"] = hpBefore,
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["hp_after"] = hpAfter,
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};
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if (extra != null)
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{
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foreach (var k in extra.Keys)
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{
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dict[k] = extra[k];
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}
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}
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LogEvent(Consts.EventHpPoints, dict);
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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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/// 提前调用用户属性
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/// </summary>
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private static void InitUserProperties()
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{
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if (!IsInitialSuccess)
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{
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UnityEngine.Debug.LogError($"{Tag} :: InitUserProperties :: Please call <GuruSDK.Start()> first, before you call <InitUserProperties>.");
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return;
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}
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Debug.Log($"[SDK] --- PurchasedCount:{Model.PurchasedCount}");
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Debug.Log($"[SDK] --- IsIapUser:{Model.IsIapUser}");
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SetUserIsIAP(Model.IsIapUser); // 预先设置用户的 IAP User 属性
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SetUserBLevel(Model.SuccessLevelId); // 预先设置用户的 BLevel 属性
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SetUserBPlay(Model.TotalPlayedCount); // 预先设置用户的 BPlay 属性
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if (Model.IsNoAds) SetBuyNoAds(true); // 设置用户已经购买了去广告
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}
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private static HashSet<string> _userPropertyExistKeys = new HashSet<string>();
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private static void RecordUserPropertyKey(string key)
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{
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if(_userPropertyExistKeys == null)
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_userPropertyExistKeys = new HashSet<string>();
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if(!HasUserPropertyKey(key)) _userPropertyExistKeys.Add(key);
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}
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private static bool HasUserPropertyKey(string key)
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{
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return _userPropertyExistKeys?.Contains(key) ?? false;
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}
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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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UnityEngine.Debug.LogError($"{Tag} :: SetUserProperty {key}:{value} ::Please call <GuruSDK.Start()> first, before you call <SetUserProperty>.");
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return;
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}
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RecordUserPropertyKey(key);
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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(Consts.PropertyUserID, uid);
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}
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public static void SetUserBLevel(int blevel)
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{
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if (!InitConfig.AutoRecordFinishedLevels)
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{
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Model.SetBLevelValue(blevel);
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Analytics.BLevel = blevel;
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}
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SetUserProperty(Consts.PropertyLevel, $"{blevel}");
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}
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public static void SetUserBPlay(int bplay)
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{
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if (!InitConfig.AutoRecordFinishedLevels)
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{
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Model.SetBPlayValue(bplay);
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Analytics.BPlay = bplay;
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}
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SetUserProperty(Consts.PropertyPlay, $"{bplay}");
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}
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/// <summary>
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/// 上报用户全部的 Coin (当前值)
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/// </summary>
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/// <param name="coins"></param>
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public static void SetUserCoin(int coins)
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{
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SetUserProperty(Consts.PropertyCoin, $"{coins}");
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}
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/// <summary>
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/// 上报用户免费金币的 数量 (累加值)
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/// </summary>
|
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/// <param name="freeCoins"></param>
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public static void SetUserNonIapCoin(int freeCoins)
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{
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SetUserProperty(Consts.PropertyNonIAPCoin, $"{freeCoins}");
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}
|
||
|
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/// <summary>
|
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/// 上报用户付费金币的 数量 (累加值)
|
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/// </summary>
|
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/// <param name="freeCoins"></param>
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public static void SetUserIapCoin(int paidCoins)
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{
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SetUserProperty(Consts.PropertyIAPCoin, $"{paidCoins}");
|
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}
|
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|
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public static void SetUserExp(int exp)
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{
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SetUserProperty(Consts.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(Consts.PropertyHp, $"{hp}");
|
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}
|
||
|
||
public static void SetUserGrade(int grade)
|
||
{
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SetUserProperty(Consts.PropertyGrade, $"{grade}");
|
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}
|
||
|
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public static void SetUserIsIAP(bool isIapUser)
|
||
{
|
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SetUserProperty(Consts.PropertyIsIAPUser, isIapUser? "true" : "false");
|
||
}
|
||
|
||
public static void SetFirstOpenTime(string timestamp)
|
||
{
|
||
SetUserProperty(Analytics.PropertyFirstOpenTime, timestamp);
|
||
}
|
||
|
||
public static void SetNotiPerm(string status)
|
||
{
|
||
SetUserProperty(Consts.PropertyNotiPerm, status);
|
||
}
|
||
|
||
public static void SetATTStatus(string status)
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||
{
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SetUserProperty(Consts.PropertyATTStatus, status);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 初始化时调用一下所有的属性打点 </br>
|
||
/// <a href="https://docs.google.com/spreadsheets/d/1N47rXgjatRHFvzWWx0Hqv5C1D9NHHGbggi6pQ65c-zQ/edit#gid=1858695240">用户属性文档</a>
|
||
/// </summary>
|
||
private static void UpdateAllUserProperties()
|
||
{
|
||
if(!HasUserPropertyKey(Consts.PropertyFirstOpenTime))
|
||
SetFirstOpenTime(TimeUtil.GetCurrentTimeStamp().ToString()); // first_open_time
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyIsIAPUser))
|
||
SetUserIsIAP(Model?.IsIapUser ?? false); // is_iap_user
|
||
|
||
if (!HasUserPropertyKey(Consts.PropertyLevel))
|
||
SetUserBLevel(Model?.SuccessLevelId ?? 0); // b_level
|
||
|
||
if (!HasUserPropertyKey(Consts.PropertyPlay))
|
||
SetUserBLevel(Model?.TotalPlayedCount ?? 0); // b_play
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyUserID))
|
||
SetUserProperty(Consts.PropertyUserID, UID); // user_id
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyDeviceID))
|
||
SetUserProperty(Consts.PropertyDeviceID, DeviceId); // device_id
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyIAPCoin))
|
||
SetUserIapCoin(0); // iap_coin
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyNonIAPCoin))
|
||
SetUserNonIapCoin(0); // non_iap_coin
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyCoin))
|
||
SetUserCoin(0);// coin
|
||
|
||
if (!HasUserPropertyKey(Consts.PropertyGrade))
|
||
SetUserGrade(0); // grade
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyExp))
|
||
SetUserExp(0); // exp
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyHp))
|
||
SetUserHp(0); // hp
|
||
|
||
#if UNITY_IOS
|
||
if(!HasUserPropertyKey(Consts.PropertyATTStatus))
|
||
SetATTStatus("notDetermined"); // att_status
|
||
#endif
|
||
|
||
if(!HasUserPropertyKey(Consts.PropertyNotiPerm))
|
||
SetNotiPerm("not_determined"); // noti_perm
|
||
|
||
}
|
||
|
||
|
||
|
||
#endregion
|
||
|
||
#region SDK 打点
|
||
|
||
/// <summary>
|
||
/// Log SDK boost time
|
||
/// </summary>
|
||
/// <param name="time"></param>
|
||
private static void LogSDKInitTime(double time)
|
||
{
|
||
Analytics.Track(Consts.EventSDKInfo, new Dictionary<string, dynamic>()
|
||
{
|
||
{ "boost_time", time.ToString("F6") },
|
||
{ Consts.PropertyDeviceID, DeviceId },
|
||
{ "version", Version}
|
||
}, new Analytics.EventSetting()
|
||
{
|
||
EnableFirebaseAnalytics = true,
|
||
});
|
||
|
||
SetUserProperty("sdk_version", Version);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region IAP 打点
|
||
|
||
private static string TryGetFirstProductId()
|
||
{
|
||
if (GuruSettings.Instance != null && (GuruSettings.Instance.Products?.Length ?? 0) > 0)
|
||
{
|
||
return GuruSettings.Instance.Products[0]?.ProductId ?? "";
|
||
}
|
||
|
||
return "";
|
||
}
|
||
|
||
private static string TryGetCurrentProductId()
|
||
{
|
||
if (GuruIAP.Instance != null && IsIAPReady)
|
||
{
|
||
return GuruIAP.Instance.CurrentBuyingProductId;
|
||
}
|
||
return "";
|
||
}
|
||
|
||
|
||
|
||
/// <summary>
|
||
/// 当付费页面打开时调用 (iap_imp)
|
||
/// </summary>
|
||
/// <param name="scene">付费页场景名称</param>
|
||
/// <param name="productId">列表中首个商品的 ProductId </param>
|
||
public static void LogIAPImp(string scene, Dictionary<string, object> extra = null)
|
||
{
|
||
Analytics.IAPImp(scene, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 当付费页面关闭时调用 (iap_close)
|
||
/// </summary>
|
||
/// <param name="scene"></param>
|
||
/// <param name="productId"></param>
|
||
public static void LogIAPClose(string scene, Dictionary<string, object> extra = null)
|
||
{
|
||
Analytics.IAPClose(scene, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 当点击 IAP 商品按钮的时候调用 (iap_clk)
|
||
/// </summary>
|
||
/// <param name="scene"></param>
|
||
/// <param name="productId"></param>
|
||
/// <param name="offerId"></param>
|
||
public static void LogIAPClick(string scene, string productId, string basePlan = "", string offerId = "", Dictionary<string, object> extra = null)
|
||
{
|
||
Analytics.IAPClick(scene, productId, basePlan, offerId, extra);
|
||
}
|
||
|
||
#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 ----------------------------------------
|
||
/// <summary>
|
||
/// 基础收入接口 (earn_virtual_currency)
|
||
/// 可直接调用此接口上报相关参数
|
||
/// 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
|
||
/// </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="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 = "",
|
||
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
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>
|
||
private static void LogEarnVirtualCurrencyAndProps(string currencyName,
|
||
int value = 0, int balance = 0,
|
||
string category = "", string itemName = "",
|
||
string levelName = "", string scene = Consts.ParameterDefaultScene,
|
||
string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
//---- Currency -----
|
||
if (value > 0)
|
||
{
|
||
LogEarnVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene, extra);
|
||
}
|
||
//---- Props --------
|
||
if (null != props)
|
||
{
|
||
int i = 0;
|
||
while (i < props.Length)
|
||
{
|
||
LogEarnVirtualCurrency(props[i], 1, 0, category, itemName, levelName, scene, extra);
|
||
i++;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 签到奖励. 获得货币/道具 (earn_virtual_currency) (reward:sign)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyBySign(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = "home_page", string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryReward;
|
||
string itemName = "sign";
|
||
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// IAP 付费购买. 获得货币/道具 (earn_virtual_currency) (iap_buy:sku)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">IAP 道具名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyByIAP(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryIAP;
|
||
// string itemName = productId;
|
||
string itemName = "sku";
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 看广告获取到货币/道具 (earn_virtual_currency) (reward:ads)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyByAds(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryReward;
|
||
string itemName = "ads";
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 使用了金币半价 + 看广告获取到货币/道具 (earn_virtual_currency) (bonus:ads)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyByPaidAds(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = Consts.ParameterDefaultScene, string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryBonus;
|
||
string itemName = "ads";
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 过关奖励获取到货币/道具 (earn_virtual_currency) (reward:level)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyByLevelComplete(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryReward;
|
||
string itemName = "level";
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 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">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">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>
|
||
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 = currencyName;
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过道具交换/合成或得了其他道具 (earn_virtual_currency) (igb:coin)
|
||
/// </summary>
|
||
/// <param name="propName"></param>
|
||
/// <param name="otherName"></param>
|
||
/// <param name="scene"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
public static void LogEarnPropByProp(string propName, string otherName,
|
||
string scene = Consts.ParameterDefaultScene,
|
||
int value = 1, int balance = 0, string levelName = "", Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryIGB;
|
||
LogEarnVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 通过转盘或者抽奖, 获取货币/道具 (earn_virtual_currency) (igb:lottery)
|
||
/// <li>通常类型: Coin 收入 </li>
|
||
/// <li>特殊类型: Coin + Props (道具列表) </li>
|
||
/// <li>特殊类型: Props (道具列表) </li>
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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="scene">应用场景</param>
|
||
/// <param name="props">获取的道具名称列表</param>
|
||
public static void LogEarnVirtualCurrencyByLottery(string currencyName,
|
||
int value = 0, int balance = 0, string levelName = "",
|
||
string scene = "store", string[] props = null, Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryIGB;
|
||
string itemName = "lottery";
|
||
LogEarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props, extra);
|
||
}
|
||
|
||
|
||
//---------------------------------------- SPEND ----------------------------------------
|
||
|
||
|
||
/// <summary>
|
||
/// 基础花费虚拟货币/道具 (spend_virtual_currency)
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="currencyName">货币名称</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">消耗类型, 默认值请赋 reward</param>
|
||
/// <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>
|
||
public static void LogSpendVirtualCurrency(string currencyName, int value, int balance, string category = "", string itemName = "",
|
||
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
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)
|
||
/// </summary>
|
||
/// <param name="currencyName"></param>
|
||
/// <param name="prop"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
/// <param name="scene"></param>
|
||
public static void LogSpendVirtualCurrencyWithProp(string currencyName, string prop,
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 消耗货币购买道具 (含多个) (spend_virtual_currency) (props)
|
||
/// </summary>
|
||
/// <param name="currencyName"></param>
|
||
/// <param name="props"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
/// <param name="scene"></param>
|
||
public static void LogSpendVirtualCurrencyWithProps(string currencyName, string[] props,
|
||
int value, int balance,
|
||
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryProps;
|
||
if (props != null && props.Length > 0)
|
||
{
|
||
int i = 0;
|
||
while (i < props.Length)
|
||
{
|
||
LogSpendVirtualCurrency(currencyName, value, balance, category, props[i], levelName, scene, extra);
|
||
i++;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 消耗货币购买礼包或组合 (spend_virtual_currency) (bundle)
|
||
/// </summary>
|
||
/// <param name="currencyName"></param>
|
||
/// <param name="bundle"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
/// <param name="scene"></param>
|
||
public static void LogSpendVirtualCurrencyWithBundle(string currencyName, string bundle,
|
||
int value, int balance,
|
||
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
LogSpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 消耗货币购买礼包或组合 (复数) (spend_virtual_currency) (bundle)
|
||
/// </summary>
|
||
/// <param name="currencyName"></param>
|
||
/// <param name="bundles"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
/// <param name="scene"></param>
|
||
public static void LogSpendVirtualCurrencyWithBundles(string currencyName, string[] bundles,
|
||
int value, int balance,
|
||
string levelName = "", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
string category = Consts.CurrencyCategoryBundle;
|
||
if (bundles != null && bundles.Length > 0)
|
||
{
|
||
int i = 0;
|
||
while (i < bundles.Length)
|
||
{
|
||
LogSpendVirtualCurrency(currencyName, value, balance, category, bundles[i], levelName, scene, extra);
|
||
i++;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 消耗物品, 交换其他物品 (spend_virtual_currency) (prop)
|
||
/// </summary>
|
||
/// <param name="currencyName"></param>
|
||
/// <param name="bundles"></param>
|
||
/// <param name="value"></param>
|
||
/// <param name="balance"></param>
|
||
/// <param name="levelName"></param>
|
||
/// <param name="scene"></param>
|
||
public static void LogSpendPropWithProp(string propName, string otherName,
|
||
int value, int balance,
|
||
string levelName = "", string scene = "", string extraCategory = "", Dictionary<string, object> extra = null)
|
||
{
|
||
string category = string.IsNullOrEmpty(extraCategory) ? Consts.CurrencyCategoryProp : extraCategory;
|
||
LogSpendVirtualCurrency(propName, value, balance, category, otherName, levelName, scene, extra);
|
||
}
|
||
|
||
|
||
#endregion
|
||
|
||
#region ATT 二次引导弹窗
|
||
|
||
/// <summary>
|
||
/// ATT 二次引导弹窗展示 (att_reguide_imp)
|
||
/// </summary>
|
||
/// <param name="type">引导样式名称</param>
|
||
/// <param name="showTimes">第几次展示</param>
|
||
/// <param name="installDays">举例安装日期的天数</param>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogAttReguideImp(string type,
|
||
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
["type"] = type,
|
||
["show_times"] = showTimes,
|
||
["install_days"] = installDays,
|
||
};
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventAttReguideImp, dict);
|
||
}
|
||
|
||
/// <summary>
|
||
/// ATT 二次引导弹窗点击 (att_reguide_clk)
|
||
/// </summary>
|
||
/// <param name="type">引导样式名称</param>
|
||
/// <param name="showTimes">第几次展示</param>
|
||
/// <param name="installDays">举例安装日期的天数</param>
|
||
/// <param name="action">点击引导页的动作:dissmiss/go</param>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogAttReguideClick(string type, string action,
|
||
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
["type"] = type,
|
||
["show_times"] = showTimes,
|
||
["install_days"] = installDays,
|
||
["action"] = action,
|
||
};
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventAttReguideClk, dict);
|
||
}
|
||
|
||
/// <summary>
|
||
/// ATT 二次引导弹窗展示结果 (att_reguide_result)
|
||
/// </summary>
|
||
/// <param name="type">引导样式名称</param>
|
||
/// <param name="showTimes">第几次展示</param>
|
||
/// <param name="installDays">举例安装日期的天数</param>
|
||
/// <param name="action">点击引导页的动作:dissmiss/go</param>
|
||
/// <param name="result">结果字段:authorized, denied, restricted, notDetermined</param>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogAttReguideResult(string type, string action, string result,
|
||
int showTimes = 1, int installDays = 0, Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
["type"] = type,
|
||
["show_times"] = showTimes,
|
||
["install_days"] = installDays,
|
||
["action"] = action,
|
||
[Consts.ParameterItemCategory] = result,
|
||
};
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventAttReguideResult, dict);
|
||
}
|
||
|
||
|
||
#endregion
|
||
|
||
#region 教程引导
|
||
|
||
/// <summary>
|
||
/// 教程开始
|
||
/// </summary>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogTutorialBegin(Dictionary<string, object> extra = null)
|
||
{
|
||
LogEvent(Consts.EventTutorialBegin, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 教程开始
|
||
/// </summary>
|
||
/// <param name="step">教程步骤</param>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogTutorialImp(int step, Dictionary<string, object> extra = null)
|
||
{
|
||
string key = Consts.EventTutorialImp.Replace("{0}", step.ToString());
|
||
LogEvent(key, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 教程开始
|
||
/// </summary>
|
||
/// <param name="step">教程步骤</param>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogTutorialNextClick(int step, Dictionary<string, object> extra = null)
|
||
{
|
||
string key = Consts.EventTutorialNextClick.Replace("{0}", step.ToString());
|
||
LogEvent(key, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 教程结束
|
||
/// </summary>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogTutorialComplete(Dictionary<string, object> extra = null)
|
||
{
|
||
LogEvent(Consts.EventTutorialComplete, extra);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 教程页面关闭
|
||
/// </summary>
|
||
/// <param name="extra">扩展数据</param>
|
||
public static void LogTutorialClose(Dictionary<string, object> extra = null)
|
||
{
|
||
LogEvent(Consts.EventTutorialClose, extra);
|
||
}
|
||
#endregion
|
||
|
||
#region 消息权限弹窗打点
|
||
|
||
/// <summary>
|
||
/// 通知栏请求权限展示时触发 (noti_perm_imp)
|
||
/// </summary>
|
||
/// <param name="style">弹窗样式</param>
|
||
/// <param name="requestTimes">请求弹窗的次数</param>
|
||
/// <param name="showTimes">展现弹窗的次数</param>
|
||
/// <param name="deniedTimes">点击 deny 的次数</param>
|
||
/// <param name="promptTrigger">弹窗触发来源</param>
|
||
/// <param name="scene">弹窗场景</param>
|
||
/// <param name="extra">扩展参数</param>
|
||
public static void LogNotiPermImp(int requestTimes, int showTimes, int deniedTimes, string promptTrigger,string style = "default", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
[Consts.ParameterItemCategory] = style,
|
||
["request_times"] = requestTimes,
|
||
["show_times"] = showTimes,
|
||
["denied_times"] = deniedTimes,
|
||
["prompt_trigger"] = promptTrigger,
|
||
};
|
||
|
||
if (!string.IsNullOrEmpty(scene))
|
||
dict[Consts.ParameterItemName] = scene;
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventNotiPermImp, dict);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 得到权限结果时触发 (noti_perm_result)
|
||
/// </summary>
|
||
/// <param name="requestTimes"></param>
|
||
/// <param name="showTimes"></param>
|
||
/// <param name="deniedTimes"></param>
|
||
/// <param name="result"></param>
|
||
/// <param name="promptTrigger"></param>
|
||
/// <param name="style"></param>
|
||
/// <param name="scene"></param>
|
||
/// <param name="extra"></param>
|
||
public static void LogNotiPermResult( int requestTimes, int showTimes, int deniedTimes, string result, string promptTrigger, string style = "default", string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
["request_times"] = requestTimes,
|
||
["show_times"] = showTimes,
|
||
["denied_times"] = deniedTimes,
|
||
["prompt_trigger"] = promptTrigger,
|
||
["result"] = result,
|
||
[Consts.ParameterItemCategory] = style,
|
||
};
|
||
|
||
if (!string.IsNullOrEmpty(scene))
|
||
dict[Consts.ParameterItemName] = scene;
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventNotiPermResult, dict);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 说明性通知栏权限引导展示时触发 (noti_perm_rationale_imp)
|
||
/// </summary>
|
||
/// <param name="pageName">引导页的名称,自定义</param>
|
||
/// <param name="scene"></param>
|
||
/// <param name="extra"></param>
|
||
public static void LogNotiPermRationaleImp(string pageName, string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
[Consts.ParameterItemCategory] = pageName,
|
||
};
|
||
|
||
if (!string.IsNullOrEmpty(scene))
|
||
dict[Consts.ParameterItemName] = scene;
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventNotiPermRationaleImp, dict);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 说明性通知栏权限引导结果时触发 (noti_perm_rationale_result)
|
||
/// </summary>
|
||
/// <param name="result"></param>
|
||
/// <param name="pageName"></param>
|
||
/// <param name="scene"></param>
|
||
/// <param name="extra"></param>
|
||
public static void LogNotiPermRationaleResult(string result, string pageName, string scene = "", Dictionary<string, object> extra = null)
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
["result"] = result,
|
||
[Consts.ParameterItemCategory] = pageName,
|
||
};
|
||
|
||
if (!string.IsNullOrEmpty(scene))
|
||
dict[Consts.ParameterItemName] = scene;
|
||
|
||
if (extra != null) dict = GuruSDKUtils.MergeDictionary(dict, extra);
|
||
LogEvent(Consts.EventNotiPermRationaleResult, dict);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 错误时间上报
|
||
|
||
/// <summary>
|
||
/// 上报错误事件
|
||
/// </summary>
|
||
/// <param name="errorCode"></param>
|
||
/// <param name="err"></param>
|
||
/// <param name="country"></param>
|
||
/// <param name="network"></param>
|
||
public static void LogDevAudit(string errorCode, string err, string country = "", string network = "")
|
||
{
|
||
var dict = new Dictionary<string, object>()
|
||
{
|
||
[Consts.ParameterItemCategory] = "error_event",
|
||
[Consts.ParameterItemName] = errorCode,
|
||
["err"] = err,
|
||
["country"] = country,
|
||
["network"] = network,
|
||
};
|
||
LogEvent(Consts.EventDevAudit, dict);
|
||
}
|
||
|
||
|
||
#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
|
||
|
||
#region 优先级设置
|
||
|
||
|
||
/// <summary>
|
||
/// 设置
|
||
/// </summary>
|
||
/// <param name="priority"></param>
|
||
/// <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 (Model.event_priorities == null) Model.event_priorities = new Dictionary<string, int>(10);
|
||
|
||
int i = 0;
|
||
string evt = "";
|
||
while (i < eventNames.Length)
|
||
{
|
||
evt = eventNames[i];
|
||
if (!string.IsNullOrEmpty(evt))
|
||
{
|
||
Model.event_priorities[evt] = (int)priority;
|
||
}
|
||
i++;
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
SetEventPriority(priority, new string[]{eventName});
|
||
}
|
||
|
||
public static EventPriority GetEventPriority(string eventName)
|
||
{
|
||
if (Model.event_priorities != null
|
||
&& Model.event_priorities.TryGetValue(eventName, out int p))
|
||
{
|
||
return (EventPriority)p;
|
||
}
|
||
return EventPriority.Default;
|
||
}
|
||
|
||
internal static int GetEventPriorityInt(string eventName)
|
||
{
|
||
return (int)GetEventPriority(eventName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// set all events as 'Emergence' event, which will be triggered immediately
|
||
/// </summary>
|
||
internal void SetSDKEventPriority()
|
||
{
|
||
SetEventPriority(EventPriority.Emergence, new []
|
||
{
|
||
Consts.EventTchAdRev001Impression,
|
||
Consts.EventTchAdRev02Impression,
|
||
Consts.EventLevelStart,
|
||
Consts.EventLevelEnd,
|
||
});
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
} |