711 lines
28 KiB
C#
711 lines
28 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 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($"{Tag} :: LogEvent {eventName} :: Please call <GuruSDK.Start()> first, before you call <LogEvent>.");
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return;
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}
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Analytics.Track(eventName, data);
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}
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public static void SetScreen(string screen, string extra = "")
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: SetScreen {screen} :: Please call <GuruSDK.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
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/// </summary>
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/// <param name="levelId"></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 levelId, 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 {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, 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="levelId"></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 levelId, string levelCategory = LevelCategoryMain,
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string levelName = "", string levelID = "")
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{
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LogLevelStart(levelId, 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="levelId"></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 levelId, string levelCategory = LevelCategoryMain,
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string levelName = "", string levelID = "")
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{
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LogLevelStart(levelId, 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 levelId, 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 {levelId} :: Please call <GuruSDK.Start()> 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)
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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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}
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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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Analytics.LogLevelEnd(levelId, 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 levelId,
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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(levelId, 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 levelId,
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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(levelId, 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 levelId,
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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(levelId, 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($"{Tag} :: LogLevelUp {playerLevel} :: Please call <GuruSDK.Start()> first, before you call <LogLevelUp>.");
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return;
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}
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Analytics.LevelUp(playerLevel, playerName);
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}
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/// <summary>
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/// 玩家解锁成就
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/// </summary>
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/// <param name="achievementName"></param>
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public static void LogAchievement(string achievementName)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: LogAchievement {achievementName} :: Please call <GuruSDK.Start()> 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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/// 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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Debug.LogError($"{Tag} :: InitUserProperties :: Please call <GuruSDK.Start()> first, before you call <InitUserProperties>.");
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return;
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}
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SetUserIsIAP(Model.IsIAPUser); // 预先设置用户的 IAP User 属性
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SetUserBLevel(Model.SuccessLevelId); // 预先设置用户的 BLevel 属性
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SetUserBPlay(Model.TotalPlayedCount); // 预先设置用户的 BPlay 属性
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}
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/// <summary>
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/// 设置用户属性
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/// </summary>
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/// <param name="key"></param>
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/// <param name="value"></param>
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public static void SetUserProperty(string key, string value)
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{
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if (!IsInitialSuccess)
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{
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Debug.LogError($"{Tag} :: SetUserProperty {key}:{value} ::Please call <GuruSDK.Start()> 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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public static void SetUserIsIAP(bool isIapUser)
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{
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SetUserProperty(Analytics.PropertyIsIAPUser, isIapUser? "true" : "false");
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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(Consts.EventSDKInfo, new Dictionary<string, dynamic>()
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{
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{ Consts.PropertyFirstOpenTime, time.ToString("F6") },
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{ Consts.PropertyDeviceID, 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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private static void LogFirebaseDeps(bool success)
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{
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Analytics.Track(Consts.EventSDKInfo, new Dictionary<string, dynamic>()
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{
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{ Consts.ParameterItemName, $"fbs_done_{(success ? "true" : "false")}" },
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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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#region 经济打点
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// ************************************************************************************************
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// *
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// * 经济打点
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// * 内容详参: https://docs.google.com/spreadsheets/d/1xYSsAjbrwqeJm7panoVzHO0PeGRQVDCR4e2CU9OPEzk/edit#gid=0
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// *
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// ************************************************************************************************
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//---------------------------------------- EARN ----------------------------------------
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/// <summary>
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/// 获取虚拟货币/道具.
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/// 基础接口, 不推荐项目组直接调用
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/// 请直接调用其他对应场景的统计接口
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="category"></param>
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/// <param name="levelName"></param>
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/// <param name="itemName"></param>
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/// <param name="scene"></param>
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public static void EarnVirtualCurrency(string currencyName,
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int value, int balance,
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string category = "", string itemName = "",
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string levelName = "", string scene = "")
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{
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Analytics.EarnVirtualCurrency(currencyName, value, balance, category, itemName,levelName, scene);
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}
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/// <summary>
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/// 赚取组合: 货币+道具
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/// </summary>
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/// <param name="currencyName"></param>
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/// <param name="value"></param>
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/// <param name="balance"></param>
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/// <param name="category"></param>
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/// <param name="itemName"></param>
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/// <param name="props"></param>
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/// <param name="levelName"></param>
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/// <param name="scene"></param>
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private static void EarnVirtualCurrencyAndProps(string currencyName,
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int value = 0, int balance = 0,
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string category = "", string itemName = "",
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string levelName = "", string scene = Consts.ParameterDefaultScene,
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string[] props = null)
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{
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//---- Currency -----
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if (value > 0)
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{
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EarnVirtualCurrency(currencyName, value, balance, category, itemName, levelName, scene);
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}
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//---- Props --------
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if (null != props)
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{
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int i = 0;
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while (i < props.Length)
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{
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EarnVirtualCurrency(props[i], 1, 0, category, itemName, levelName, scene);
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i++;
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}
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}
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}
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/// <summary>
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/// 签到奖励. 获得货币/道具
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/// <li>通常类型: Coin 收入 </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="value">赚取金额</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="scene">应用场景</param>
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/// <param name="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyBySign(string currencyName,
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int value = 0, int balance = 0, string levelName = "",
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string scene = "home", string[] props = null)
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{
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string category = Consts.CurrencyCategoryReward;
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string itemName = "sign";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// IAP 付费购买. 获得货币/道具
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/// <li>通常类型: Coin 收入 </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// <param name="currencyName">IAP 道具名称</param>
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/// <param name="productId">IAP 道具商品 ID </param>
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/// <param name="value">赚取金额</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="scene">应用场景</param>
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/// <param name="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByIAP(string currencyName, string productId,
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int value = 0, int balance = 0, string levelName = "",
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string scene = "store", string[] props = null)
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{
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string category = Consts.CurrencyCategoryIAP;
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string itemName = productId;
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 看广告获取到货币/道具
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/// <li>通常类型: Coin 收入 </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="value">赚取金额</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="scene">应用场景</param>
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/// <param name="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByAds(string currencyName,
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int value = 0, int balance = 0, string levelName = "",
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string scene = "store", string[] props = null)
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{
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string category = Consts.CurrencyCategoryReward;
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string itemName = "ads";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 使用了金币半价 + 看广告获取到货币/道具
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/// <li>通常类型: Coin 收入 </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="value">赚取金额</param>
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/// <param name="balance">货币总量(累加后)</param>
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/// <param name="levelName">当前关卡名称</param>
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/// <param name="scene">应用场景</param>
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/// <param name="props">获取的道具名称列表</param>
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public static void EarnVirtualCurrencyByPaidAds(string currencyName,
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int value = 0, int balance = 0, string levelName = "",
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string scene = Consts.ParameterDefaultScene, string[] props = null)
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{
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string category = Consts.CurrencyCategoryBonus;
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string itemName = "ads";
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EarnVirtualCurrencyAndProps(currencyName, value, balance, category, itemName, levelName, scene, props);
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}
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/// <summary>
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/// 过关奖励获取到货币/道具
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/// <li>通常类型: Coin 收入 </li>
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/// <li>特殊类型: Coin + Props (道具列表) </li>
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/// <li>特殊类型: Props (道具列表) </li>
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/// </summary>
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/// <param name="currencyName">货币名称</param>
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/// <param name="value">赚取金额</param>
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/// <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
|
|
}
|
|
} |