com.guru.unity.sdk/Runtime/Code/SDK/GuruSDK.Analytics.cs

701 lines
28 KiB
C#

namespace Guru
{
using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 打点管理
/// </summary>
public partial class GuruSDK
{
/// <summary>
/// 主线关卡类型
/// 只有传入此类型时才会进行 Blevel 的累加
/// </summary>
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
/// <summary>
/// 自定义事件打点
/// </summary>
/// <param name="eventName"></param>
/// <param name="data"></param>
public static void LogEvent(string eventName, Dictionary<string, dynamic> data = null)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
return;
}
Analytics.Track(eventName, data);
}
public static void SetScreen(string screen, string extra = "")
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: SetScreen {screen} :: Please call <GuruSDK.Start()> first, before you call <SetScreen>.");
return;
}
Analytics.SetCurrentScreen(screen, extra);
}
#endregion
#region 游戏打点
/// <summary>
/// 游戏启动打点
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelName"></param>
/// <param name="levelCategory"></param>
/// <param name="levelID"></param>
/// <param name="startType"></param>
/// <param name="isReplay"></param>
public static void LogLevelStart(int levelId, string startType = EventLevelStartModePlay,
string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
bool isReplay = false)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogLevelStart {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelStart>.");
return;
}
Analytics.LogLevelStart(levelId, levelName, levelCategory, levelID, startType, isReplay);
}
/// <summary>
/// 游戏点击 Continue 重开始游戏
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelCategory"></param>
/// <param name="levelName"></param>
/// <param name="levelID"></param>
public static void LogLevelContinue(int levelId, string levelCategory = LevelCategoryMain,
string levelName = "", string levelID = "")
{
LogLevelStart(levelId, EventLevelStartModeContinue, levelCategory, levelName, levelID, true);
}
/// <summary>
/// 游戏点击 Continue 重开始游戏
/// </summary>
/// <param name="levelId"></param>
/// <param name="levelCategory"></param>
/// <param name="levelName"></param>
/// <param name="levelID"></param>
public static void LogLevelReplay(int levelId, string levelCategory = LevelCategoryMain,
string levelName = "", string levelID = "")
{
LogLevelStart(levelId, EventLevelStartModeReplay,levelCategory, levelName, levelID, true);
}
/// <summary>
/// 游戏胜利打点
/// </summary>
public static void LogLevelEnd(int levelId, string result = EventLevelEndSuccess,
string levelCategory = LevelCategoryMain, string levelName = "", string levelID = "",
int? duration = null, int? step = null, int? score = null )
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogLevelEnd {levelId} :: Please call <GuruSDK.Start()> first, before you call <LogLevelEnd>.");
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, levelID, duration, step, score);
}
/// <summary>
/// 游戏失败打点
/// 需要为游戏记录详细的失败原因
/// </summary>
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);
}
/// <summary>
/// 因退出关卡导致游戏失败
/// </summary>
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);
}
/// <summary>
/// 因关卡超时导致游戏失败
/// </summary>
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);
}
/// <summary>
/// 玩家(角色)升级事件
/// </summary>
/// <param name="playerLevel"></param>
/// <param name="playerName"></param>
public static void LogLevelUp(int playerLevel, string playerName)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogLevelUp {playerLevel} :: Please call <GuruSDK.Start()> first, before you call <LogLevelUp>.");
return;
}
Analytics.LevelUp(playerLevel, playerName);
}
/// <summary>
/// 玩家解锁成就
/// </summary>
/// <param name="achievementName"></param>
public static void LogAchievement(string achievementName)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call <GuruSDK.Start()> first, before you call <LogAchievement>.");
return;
}
Analytics.UnlockAchievement(achievementName);
}
#endregion
#region 用户属性
/// <summary>
/// 提前调用用户属性
/// </summary>
private static void InitUserProperties()
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: InitUserProperties :: Please call <GuruSDK.Start()> first, before you call <InitUserProperties>.");
return;
}
SetUserIsIAP(Model.IsIAPUser); // 预先设置用户的 IAP User 属性
SetUserBLevel(Model.SuccessLevelId); // 预先设置用户的 BLevel 属性
SetUserBPlay(Model.TotalPlayedCount); // 预先设置用户的 BPlay 属性
}
/// <summary>
/// 设置用户属性
/// </summary>
/// <param name="key"></param>
/// <param name="value"></param>
public static void SetUserProperty(string key, string value)
{
if (!IsInitialSuccess)
{
UnityEngine.Debug.LogError($"{Tag} :: SetUserProperty {key}:{value} ::Please call <GuruSDK.Start()> first, before you call <SetUserProperty>.");
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
/// <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 经济打点
// ************************************************************************************************
// *
// * 经济打点
// * 内容详参: https://docs.google.com/spreadsheets/d/1xYSsAjbrwqeJm7panoVzHO0PeGRQVDCR4e2CU9OPEzk/edit#gid=0
// *
// ************************************************************************************************
//---------------------------------------- EARN ----------------------------------------
/// <summary>
/// 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"></param>
/// <param name="value"></param>
/// <param name="balance"></param>
/// <param name="category"></param>
/// <param name="levelName"></param>
/// <param name="itemName"></param>
/// <param name="scene"></param>
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);
}
/// <summary>
/// 赚取组合: 货币+道具
/// </summary>
/// <param name="currencyName"></param>
/// <param name="value"></param>
/// <param name="balance"></param>
/// <param name="category"></param>
/// <param name="itemName"></param>
/// <param name="props"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
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++;
}
}
}
/// <summary>
/// 签到奖励. 获得货币/道具
/// <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 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);
}
/// <summary>
/// IAP 付费购买. 获得货币/道具
/// <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="productId">IAP 道具商品 ID </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 EarnVirtualCurrencyByIAP(string currencyName, string productId,
int value = 0, int balance = 0, string levelName = "",
string scene = "store", string[] props = null)
{
string category = Consts.CurrencyCategoryIAP;
string itemName = productId;
EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
}
/// <summary>
/// 看广告获取到货币/道具
/// <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 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);
}
/// <summary>
/// 使用了金币半价 + 看广告获取到货币/道具
/// <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 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);
}
/// <summary>
/// 过关奖励获取到货币/道具
/// <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 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);
}
/// <summary>
/// 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)
/// </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 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);
}
/// <summary>
/// 通过道具交换/合成或得了其他道具
/// </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 EarnPropByProp(string propName, string otherName,
string scene = Consts.ParameterDefaultScene,
int value = 1, int balance = 0, string levelName = "")
{
string category = Consts.CurrencyCategoryIGB;
EarnVirtualCurrency(propName, value, balance, category, otherName, levelName, scene);
}
/// <summary>
/// 通过转盘或者抽奖, 获取货币/道具
/// <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 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 ----------------------------------------
/// <summary>
/// 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
/// </summary>
/// <param name="currencyName"></param>
/// <param name="value"></param>
/// <param name="balance"></param>
/// <param name="category"></param>
/// <param name="itemName"></param>
/// <param name="levelName"></param>
/// <param name="scene"></param>
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);
}
/// <summary>
/// 消耗货币购买道具
/// </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 SpendVirtualCurrencyWithProp(string currencyName, string prop,
int value, int balance,
string levelName = "", string scene = "")
{
SpendVirtualCurrencyWithProps(currencyName, new string[] {prop}, value, balance, levelName, scene);
}
/// <summary>
/// 消耗货币购买道具 (含多个)
/// </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 SpendVirtualCurrencyWithProps(string currencyName, string[] props,
int value, int balance,
string levelName = "", string scene = "")
{
string category = Consts.CurrencyCategoryProp;
if (props != null && props.Length > 0)
{
int i = 0;
while (i < props.Length)
{
SpendVirtualCurrency(currencyName, value, balance, category, props[i], levelName, scene);
i++;
}
}
}
/// <summary>
/// 消耗货币购买礼包或组合
/// </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 SpendVirtualCurrencyWithBundle(string currencyName, string bundle,
int value, int balance,
string levelName = "", string scene = "")
{
SpendVirtualCurrencyWithBundles(currencyName, new string[] {bundle}, value, balance, levelName, scene);
}
/// <summary>
/// 消耗货币购买礼包或组合 (含多个)
/// </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 SpendVirtualCurrencyWithBundles(string currencyName, string[] bundles,
int value, int balance,
string levelName = "", string scene = "")
{
string category = Consts.CurrencyCategoryBundle;
if (bundles != null && bundles.Length > 0)
{
int i = 0;
while (i < bundles.Length)
{
SpendVirtualCurrency(currencyName, value, balance, category, bundles[i], levelName, scene);
i++;
}
}
}
/// <summary>
/// 消耗物品, 交换其他物品
/// </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 SpendPropWithProp(string propName, string otherName,
int value, int balance,
string levelName = "", string scene = "", string extraCategory = "")
{
string category = string.IsNullOrEmpty(extraCategory) ? Consts.CurrencyCategoryProp : extraCategory;
SpendVirtualCurrency(propName, value, balance, category, otherName, levelName, scene);
}
#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
}
}