Не вылазит окно с оплатой google play

104
16 сентября 2019, 06:10

Решил сделать свой донатный магазин в игре на unity. Зарегестрировал в консоли гугл плей свои товары, сделал их активными. Приложение правда пока не опубликовано на гугл плей, просто загружен апк и созданы под него товары. Ситуация такая: если запускать и дебажить в самой unity, то показывает что все хорошо, хотя окно с оплатой не выводиться, но выводится что все хорошо. Если с unity через Unity Remote 5 запускать на смартфоне, то окно не вылазит и покупка товара не защитывается, я не знаю может оно так и должно быть а может и нет, вот приблизительный код моего творения он на самом деле не сложный это код примера iap unity:

 public class Purchaser : MonoBehaviour, IStoreListener
{
    private static IStoreController m_StoreController;          // The Unity Purchasing system.
    private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
    // Product identifiers for all products capable of being purchased: 
    // "convenience" general identifiers for use with Purchasing, and their store-specific identifier 
    // counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers 
    // also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
    // General product identifiers for the consumable, non-consumable, and subscription products.
    // Use these handles in the code to reference which product to purchase. Also use these values 
    // when defining the Product Identifiers on the store. Except, for illustration purposes, the 
    // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
    // specific mapping to Unity Purchasing's AddProduct, below.
    public static string kProductIDConsumable = "consumable";
    public static string kProductIDNonConsumable = "nonconsumable";
   // public static string kProductIDSubscription = "subscription";
    // Apple App Store-specific product identifier for the subscription product.
    private static string kProductNameAppleSubscription = "com.unity3d.subscription.new";
    // Google Play Store-specific product identifier subscription product.
    private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original";
    public const string PR_SC100 = "score100";

    void Start()
    {
        // If we haven't set up the Unity Purchasing reference
        if (m_StoreController == null)
        {
            // Begin to configure our connection to Purchasing
            InitializePurchasing();
        }
    }
    public void InitializePurchasing()
    {
        // If we have already connected to Purchasing ...
        if (IsInitialized())
        {
            // ... we are done here.
            return;
        }
        // Create a builder, first passing in a suite of Unity provided stores.
        var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
        // Add a product to sell / restore by way of its identifier, associating the general identifier
        // with its store-specific identifiers.
        builder.AddProduct(PR_SC100, ProductType.Consumable);
        // Continue adding the non-consumable product.
        //builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable);
        // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
        // if the Product ID was configured differently between Apple and Google stores. Also note that
        // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs 
        // must only be referenced here. 
        /*builder.AddProduct(kProductIDSubscription, ProductType.Subscription, new IDs(){
            { kProductNameAppleSubscription, AppleAppStore.Name },
            { kProductNameGooglePlaySubscription, GooglePlay.Name },
        });*/
        // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration 
        // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
        UnityPurchasing.Initialize(this, builder);
    }

    private bool IsInitialized()
    {
        // Only say we are initialized if both the Purchasing references are set.
        return m_StoreController != null && m_StoreExtensionProvider != null;
    }


    public void Buy(string productId) {
        BuyProductID(productId);
    }

    public void BuySubscription()
    {
        // Buy the subscription product using its the general identifier. Expect a response either 
        // through ProcessPurchase or OnPurchaseFailed asynchronously.
        // Notice how we use the general product identifier in spite of this ID being mapped to
        // custom store-specific identifiers above.
       // BuyProductID(kProductIDSubscription);
    }

    void BuyProductID(string productId)
    {
        //А тут должно открываться окошко покупки, но оно не открывается ни в unity е на смартфоне
        // If Purchasing has been initialized ...
        if (IsInitialized())
        {
            // ... look up the Product reference with the general product identifier and the Purchasing 
            // system's products collection.
            Product product = m_StoreController.products.WithID(productId);
            // If the look up found a product for this device's store and that product is ready to be sold ... 
            if (product != null && product.availableToPurchase)
            {
                Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
                // ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed 
                // asynchronously.
                m_StoreController.InitiatePurchase(product);
            }
            // Otherwise ...
            else
            {
                // ... report the product look-up failure situation  
                Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
            }
        }
        // Otherwise ...
        else
        {
            // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or 
            // retrying initiailization.
            Debug.Log("BuyProductID FAIL. Not initialized.");
        }
    }

    // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google. 
    // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
    public void RestorePurchases()
    {
        // If Purchasing has not yet been set up ...
        if (!IsInitialized())
        {
            // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
            Debug.Log("RestorePurchases FAIL. Not initialized.");
            return;
        }
        // If we are running on an Apple device ... 
        if (Application.platform == RuntimePlatform.IPhonePlayer ||
            Application.platform == RuntimePlatform.OSXPlayer)
        {
            // ... begin restoring purchases
            Debug.Log("RestorePurchases started ...");
            // Fetch the Apple store-specific subsystem.
            var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
            // Begin the asynchronous process of restoring purchases. Expect a confirmation response in 
            // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
            apple.RestoreTransactions((result) => {
                // The first phase of restoration. If no more responses are received on ProcessPurchase then 
                // no purchases are available to be restored.
                Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
            });
        }
        // Otherwise ...
        else
        {
            // We are not running on an Apple device. No work is necessary to restore purchases.
            Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
        }
    }

    //  
    // --- IStoreListener
    //
    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        // Purchasing has succeeded initializing. Collect our Purchasing references.
        Debug.Log("OnInitialized: PASS");
        // Overall Purchasing system, configured with products for this application.
        m_StoreController = controller;
        // Store specific subsystem, for accessing device-specific store features.
        m_StoreExtensionProvider = extensions;
    }

    public void OnInitializeFailed(InitializationFailureReason error)
    {
        // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
        Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
    }

    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
    {
        // A consumable product has been purchased by this user.
        if (String.Equals(args.purchasedProduct.definition.id, PR_SC100, StringComparison.Ordinal))
        {
        //сюда попадает в редакторе это я так понял если все успешно оплатилось, что в смартфоне происходит я не знаю
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            GetComponent<Shop>().UpdateBuySc(PR_SC100);
        }
        /* else if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal))
         {
             Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
             // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
         }*/
        // Or ... a subscription product has been purchased by this user.
        /* else if (String.Equals(args.purchasedProduct.definition.id, kProductIDSubscription, StringComparison.Ordinal))
         {
             Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
             // TODO: The subscription item has been successfully purchased, grant this to the player.
         }*/
        else
        {
            Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
        }

        return PurchaseProcessingResult.Complete;
    }

    public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
    {
        Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
    }
}

обработка кнопки покупки

 public void buy100score() {
        GetComponent<Purchaser>().Buy(Purchaser.PR_SC100);
    }
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