129 lines
2.5 KiB
C#
129 lines
2.5 KiB
C#
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using UnityEngine;
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public class InGameInAppPurchaseMenu : MonoBehaviour
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{
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public event OnClose onClose;
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private void Awake()
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{
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this.m_dialog = base.transform.Find("Dialog").GetComponent<Dialog>();
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this.m_loader = base.transform.Find("Dialog").Find("PurchaseLoader").gameObject;
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this.m_loader.SetActive(false);
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if (this.m_dialog)
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{
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this.m_dialog.Close();
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}
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}
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private void OnCloseFbLikeDialog()
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{
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if (this.onClose != null)
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{
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this.onClose();
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this.onClose = null;
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}
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}
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private void OnCloseDialog()
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{
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if (this.onClose != null)
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{
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this.onClose();
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this.onClose = null;
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}
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}
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private void OnEnable()
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{
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IapManager.onPurchaseSucceeded += this.HandleIapManageronPurchaseSucceeded;
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IapManager.onPurchaseFailed += this.HandleIapManageronPurchaseFailed;
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if (this.m_dialog)
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{
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this.m_dialog.onClose += this.OnCloseDialog;
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}
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}
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private void OnDisable()
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{
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IapManager.onPurchaseSucceeded -= this.HandleIapManageronPurchaseSucceeded;
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IapManager.onPurchaseFailed -= this.HandleIapManageronPurchaseFailed;
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if (this.m_dialog)
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{
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this.m_dialog.onClose -= this.OnCloseDialog;
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}
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}
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public void PurchaseBlueprintPackSmall()
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{
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this.Purchase(IapManager.InAppPurchaseItemType.BlueprintSmall);
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}
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public void PurchaseBlueprintPackMedium()
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{
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this.Purchase(IapManager.InAppPurchaseItemType.BlueprintMedium);
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}
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public void PurchaseBlueprintPackLarge()
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{
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this.Purchase(IapManager.InAppPurchaseItemType.BlueprintLarge);
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}
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public void PurchaseUnlockFullVersion()
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{
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this.Purchase(IapManager.InAppPurchaseItemType.UnlockFullVersion);
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}
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public void PurchaseSpecialSandbox()
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{
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this.Purchase(IapManager.InAppPurchaseItemType.UnlockSpecialSandbox);
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}
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private void Purchase(IapManager.InAppPurchaseItemType type)
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{
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this.m_loader.SetActive(true);
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Singleton<IapManager>.Instance.PurchaseItem(type);
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}
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public void OpenDialog()
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{
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this.SetVisible(true);
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}
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private void HandleIapManageronPurchaseSucceeded(IapManager.InAppPurchaseItemType type)
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{
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this.SetVisible(false);
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}
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private void HandleIapManageronPurchaseFailed(IapManager.InAppPurchaseItemType type)
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{
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this.m_loader.SetActive(false);
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}
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public void SetVisible(bool visible)
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{
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if (visible)
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{
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if (this.m_dialog)
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{
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this.m_dialog.Open();
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}
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this.m_loader.SetActive(!visible);
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}
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else if (this.m_dialog)
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{
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this.m_dialog.Close();
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}
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if (!visible && this.onClose != null)
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{
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this.onClose();
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this.onClose = null;
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}
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}
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private GameObject m_loader;
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private Dialog m_dialog;
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public delegate void OnClose();
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}
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