git clone https://code.google.com/p/marketbilling/
(附註 : 也許現在已經更新了,但文章撰寫的當下,若是從 SDK Manager 勾選 Google Play Billing Library 下載的版本有 Bug,所以才由 git 下載。 ref :
http://*.com/questions/14397343/google-play-in-app-billing-version-3-crash-on-item-already-owned-and-missing )
其中 -cp 指示編譯時參考之 library (android-10, Android 2.3.3)。編譯完成後輸入 :
jar cvfM ./iiabs.jar com/
產生的 iiabs.jar 放在 Unity 專案的 Assets/Plugins/Android/ 資料夾底下( 此範例將檔案置於 /Users/macaronics/UnityIabProj/Assets/Plugins/Android/) 。
注意要刪除資料夾 com,以免後續執行 jar 時,打包到舊的 com package。
2. 編譯 class IabHelper
a. 此類別由九個檔案組成,方便用來介接 Google IAB,九個 java 檔案應該位於前步驟下載之程式碼的 marketbilling/v3/src/com/example/android/trivialdrivesample/util 底下。
b. 逐一修改九個檔案裡的 "package com.example.android.trivialdrivesample.util" 改為你的 package name,例如 package com.macaronics.iab.util。
c. 建立欲編譯的檔案的 list,在 Terminal 底下的話直接輸入 cat > sources 然後依序輸入九個檔案檔名後按 control+d 儲存離開。
其中 @sources 表示參考檔案 sources 裡的路徑。此外,引入的 library 除了 android-10/android.jar (Android 2.3.3) 外,還包含前一步驟所編譯的檔案 iiabs.jar。完成後接著輸入 :
jar cvfM ./iabhelper.jar com/
產生的 iabhelper.jar 放在 Unity 專案的 Assets/Plugins/Android/ 資料夾底下( 此範例將檔案置於 /Users/macaronics/UnityIabProj/Assets/Plugins/Android/) 。
3. 處理 onActivityResult 的結果訊息
a. 為了讓 IabHelper 能在 Activity 結束時處理 Activity 的結果,這裡我們需要自己撰寫繼承 UnityPlayerActivity 的類別來將結果 Relay 給 IabHelper。底下是範例的程式碼 :
package com.macaronics.iab;
import com.unity3d.player.UnityPlayerActivity;
import android.os.Bundle;
import android.util.Log;
import android.content.Intent;
public class overrideActivity extends UnityPlayerActivity {
public interface cbEvent{
public boolean cbEvent( int requestCode, int resultCode, Intent data);
}
protected cbEvent ie;
static protected overrideActivity inst;
protected void onCreate(Bundle savedInstanceState) {
super .onCreate(savedInstanceState);
inst = this ;
// print debug message to logcat
Log.d( "overrideActivity" , "onCreate called!" );
}
@Override
public void onDestroy(){
super .onDestroy();
inst = null ;
Log.d( "overrideActivity" , "onDestroy called!" );
}
@Override
public void onActivityResult( int requestCode, int resultCode, Intent data){
Log.d( "overrideActivity" , "onActivityResult called!" );
boolean ret = false ;
if (ie != null ){
try {
ret =ie.cbEvent(requestCode, resultCode, data);
}
catch (Exception e){
ret = false ;
}
}
if (ret == false ){
super .onActivityResult(requestCode, resultCode, data);
}
}
static public void registerOnActivityResultCBFunc( final cbEvent pcbfunc){
if (inst != null )
inst.ie =pcbfunc;
}
} |
其中函數 registerOnActivityResultCBFunc 只能記憶單一個 call back function,讀者可以把功能擴充成使用佇列來記憶更多的 call back function。
b. 同樣的編譯這個 class :
javac ./overrideActivity.java -cp /Users/macaronics/android-sdks/platforms/android-10/android.jar:/Applications/Unity/Unity.app/Contents/PlaybackEngines/AndroidPlayer/bin/classes.jar -d .
其中引入的 library 有 android-10/android.jar (Android 2.3.3),及 Unity 的 classes.jar。然後輸入 :
jar cvfM ./overrideActivity.jar com/
產生的 overrideActivity.jar 放在 Unity 專案的 Assets/Plugins/Android/ 資料夾底下( 此範例將檔案置於 /Users/macaronics/UnityIabProj/Assets/Plugins/Android/) 。
4. 撰寫 iabWrapper.java
a. 主要用於介接 IabHelper 及 Unity ,提供基本的下單功能。程式碼分別敘述如下 :
package com.macaronics.iab;
import com.unity3d.player.UnityPlayer;
import android.app.Activity;
import android.util.Log;
import android.os.Bundle;
import android.os.Looper;
import android.content.Intent;
import java.util.*;
import com.macaronics.iab.util.*;
import com.macaronics.iab.overrideActivity;
|
值得注意的是這裡引入 UnityPlayer,步驟2編譯的 IabHelper (com.macaronics.iab.util),及步驟3編譯的 overrideActivity (com.macaronics.iab.overrideActivity)。
底下是 class iabWrapper 的私有變數部分 :
public class iabWrapper{
private Activity mActivity;
private IabHelper mHelper;
private String mEventHandler;
...
|
其中 mEventHandler 是回呼 Unity 時,接收訊息的 GameObject 名稱。此 class 有一個 Constructor 函數,三個成員函數及兩個給 IabHelper 回呼的函數,分別敘述如下 :
Constructor 函數在呼叫時給予 GooglePlay API PublicKey (由 GooglePlay 提供),以及回呼 Unity 時,接收訊息的 GameObject 之名稱 :
public iabWrapper(String base64EncodedPublicKey, String strEventHandler){
mActivity =UnityPlayer.currentActivity;
mEventHandler =strEventHandler;
if (mHelper != null ){
dispose();
}
mHelper = new IabHelper(mActivity, base64EncodedPublicKey);
mHelper.enableDebugLogging( true );
mHelper.startSetup( new IabHelper.OnIabSetupFinishedListener() {
public void onIabSetupFinished(IabResult result){
if (!result.isSuccess()){
//回呼 Unity GameObject 之函數 "msgReceiver", 並傳送字串訊息 (JSON 格式)
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"1\",\"ret\":\"false\",\"desc\":\"" +result.toString()+ "\"}" );
dispose();
return ;
}
//回呼 Unity GameObject 之函數 "msgReceiver", 並傳送字串訊息 (JSON 格式)
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"1\",\"ret\":\"true\",\"desc\":\"" +result.toString()+ "\"}" );
//register mHelper
//向 overrideActivity 註冊 onActivityResult 回呼函數,並將資料 Relay 給 mHelper
overrideActivity.registerOnActivityResultCBFunc(
new overrideActivity.cbEvent(){
public boolean cbEvent( int requestCode, int resultCode, Intent data)
{
if (mHelper.handleActivityResult(requestCode, resultCode, data)){
return true ;
}
else {
return false ;
}
}
}
);
}
});
} |
其中的 UnitySendMessage 用來呼叫 Unity GameObject 之函數 "msgReceiver", 並傳送字串訊息 (JSON 格式)。此外值得注意的是此 Constructor 函數還向 overrideActivity 註冊用來接收 onActivityResult 訊息的回呼函數。底下的dispose 函數主要用於釋放 mHelper :
public void dispose()
{ if (mHelper != null )
{
mHelper.dispose();
}
mHelper = null ;
} |
purchase 函數會啟動購買商品的介面,其中第一項參數是 Product SKU (在 GooglePlay 設定的產品 SKU),第二項是回呼 onActivityResult 函數時用來分辨購買動作的 reqCode,第三項是用來確認此筆講買是否合法的 payloadString (購買成功之後, GooglePlay 回覆的資訊裡會包含此字串。)。
public void purchase(String strSKU, String reqCode, String payloadString)
{ int intVal =Integer.parseInt(reqCode);
if (mHelper != null )
mHelper.launchPurchaseFlow(mActivity, strSKU, intVal, mPurchaseFinishedListener, payloadString);
} |
底下是完成購買之後回呼的函數 (onIabPurchaseFinished),這裡把接收的資訊以 JSON 格式轉送給 Unity :
IabHelper.OnIabPurchaseFinishedListener mPurchaseFinishedListener = new IabHelper.OnIabPurchaseFinishedListener() {
public void onIabPurchaseFinished(IabResult result, Purchase purchase) {
if (result.isFailure()){
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"2\",\"ret\":\"false\",\"desc\":\"\",\"sign\":\"\"}" );
return ;
}
boolean ret = false ;
String result_json = "" ;
String result_sign = "" ;
if (purchase != null ){
ret = true ;
result_json =purchase.getOriginalJson().replace( '\"' , '\'' );
result_sign =purchase.getSignature();
}
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"2\",\"ret\":\"" +ret+ "\",\"desc\":\"" +result_json+ "\",\"sign\":\"" +result_sign+ "\"}" );
}
}; |
產品在購買 (Purchase) 之後若再次購買則會失敗,在 Console 裡可以看到 "Item already owned" 訊息。若產品的類型屬於消耗性的產品,則需要執行 consume 指令才可再次購買 :
public void consume(String itemType, String jsonPurchaseInfo, String signature)
{ String transedJSON =jsonPurchaseInfo.replace( '\'' , '\"' );
if (mHelper == null )
return ;
Purchase pp = null ;
try {
pp = new Purchase(itemType, transedJSON, signature);
}
catch (Exception e){
pp= null ;
}
if (pp != null ){
final Purchase currpp =pp;
mActivity.runOnUiThread( new Runnable(){
public void run(){
mHelper.consumeAsync(currpp, mConsumeFinishedListener);
}
});
}
} |
其中參數 itemType 在此範例為 "inapp",jsonPurchaseInfo 及 signature 是在 purchase 完成後, IabHelper 回呼 onIabPurchaseFinished 所給的資料。consume 完成之後回呼的函數如下 :
IabHelper.OnConsumeFinishedListener mConsumeFinishedListener = new IabHelper.OnConsumeFinishedListener() {
public void onConsumeFinished(Purchase purchase, IabResult result) {
if (result.isSuccess()){
Log.d( "iabWrapper" , "Consumption successful. Provisioning" );
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"3\",\"ret\":\"true\",\"desc\":\"" +purchase.getOriginalJson().replace( '\"' , '\'' )+"\ ",\"sign\":\"" +purchase.getSignature()+ "\"}" );
}
else {
UnityPlayer.UnitySendMessage(mEventHandler, "msgReceiver" , "{\"code\":\"3\",\"ret\":\"false\",\"desc\":\"\",\"sign\":\"\"}" );
}
}
}; |
b. 編譯 iabWrapper.java
javac ./iabWrapper.java -cp /Users/macaronics/android-sdks/platforms/android-10/android.jar:/Applications/Unity/Unity.app/Contents/PlaybackEngines/AndroidPlayer/bin/classes.jar:/Users/macaronics/UnityIabProj/Assets/Plugins/Android/iabhelper.jar:/Users/macaronics/UnityIabProj/Assets/Plugins/Android/overrideActivity.jar -d .
其中引入的 library 有 android-10/android.jar (Android 2.3.3), Unity 的 classes.jar,先前編譯的 iabhelper.jar 及 overrideActivity.jar。然後輸入 :
jar cvfM ./iabWrapper.jar com/
產生的 iabWrapper.jar 放在 Unity 專案的 Assets/Plugins/Android/ 資料夾底下( 此範例將檔案置於 /Users/macaronics/UnityIabProj/Assets/Plugins/Android/) 。
5. 設定 Permission ( AndroidManifest.xml )
若要執行 GooglePlay Billing 功能則要設定 AndroidManifest.xml,將底下的 AndroidManifest.xml 置於 /Users/macaronics/UnityIabProj/Assets/Plugins/Android 資料夾。
<? xml version = "1.0" encoding = "utf-8" ?>
< manifest android:versionCode = "1" android:versionName = "1.0"
android:installLocation = "preferExternal"
package = "com.macaronics.iab"
< supports-screens android:anyDensity = "true" android:smallScreens = "true"
android:normalScreens = "true" android:largeScreens = "true"
android:xlargeScreens = "true" />
< application android:label = "@string/app_name"
android:icon = "@drawable/app_icon" android:debuggable = "false" >
< activity android:label = "@string/app_name"
android:name = "com.macaronics.iab.overrideActivity"
android:screenOrientation = "portrait"
android:configChanges =
"locale|mcc|mnc|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" >
< intent-filter >
< action android:name = "android.intent.action.MAIN" />
< category android:name = "android.intent.category.LAUNCHER" />
</ intent-filter >
</ activity >
< activity android:label = "@string/app_name"
android:name = "com.unity3d.player.UnityPlayerActivity"
android:screenOrientation = "portrait"
android:configChanges =
"locale|mcc|mnc|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" />
< activity android:label = "@string/app_name"
android:name = "com.unity3d.player.UnityPlayerNativeActivity"
android:screenOrientation = "portrait"
android:configChanges =
"locale|mcc|mnc|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" >
< meta-data android:name = "android.app.lib_name" android:value = "unity" />
< meta-data android:name = "unityplayer.ForwardNativeEventsToDalvik"
android:value = "false" />
</ activity >
< activity android:label = "@string/app_name"
android:name = "com.unity3d.player.VideoPlayer"
android:screenOrientation = "behind"
android:configChanges =
"locale|mcc|mnc|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" />
</ application >
< uses-feature android:glEsVersion = "0x20000" />
< uses-permission android:name = "com.android.vending.BILLING" />
< uses-permission android:name = "android.permission.INTERNET" />
< uses-permission android:name = "android.permission.ACCESS_NETWORK_STATE" />
</ manifest >
|
注意其中的 package="com.macaronics.iab" 要改成你自己的 package 名稱,與 Unity 裡的 Bundle Identifier 相同。此外,這裡還設定了主要啟動的 Activity 為 overrideActivity,以及 uses-permission。
到目前為止 /Users/macaronics/UnityIabProj/Assets/Plugins/Android 資料夾底下應該會有這些檔案 (iabhelper.jar, iabWrapper.jar, iiabs.jar, overrideActivity.jar, AndroidManifest.xml ) :
6. Unity 部分的 iabWrapper.cs
利用 AndroidJNI 介接 Java 程式 (注意為了接收 java 回傳的字串訊息,此 script (component) 必須加入到名為 iabWrapper 的 GameObject 裡)。 :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class iabWrapper : MonoBehaviour
{ public delegate void cbFunc( object [] retarr);
cbFunc iabSetupCB = null ;
cbFunc iabPurchaseCB = null ;
cbFunc iabConsumeCB = null ;
AndroidJavaObject mIABHelperObj = null ;
static iabWrapper g_inst = null ;
void Start(){
g_inst = this ;
}
static public void init( string base64EncodedPublicKey, cbFunc tmpIabSetupCBFunc){
if (g_inst == null )
return ;
g_inst.iabSetupCB =tmpIabSetupCBFunc;
dispose();
g_inst.mIABHelperObj = new AndroidJavaObject( "com.macaronics.iab.iabWrapper" , new object [2]{base64EncodedPublicKey, "iabWrapper" });
}
static public void dispose(){
if (g_inst == null )
return ;
if (g_inst.mIABHelperObj != null ){
g_inst.mIABHelperObj.Call( "dispose" );
g_inst.mIABHelperObj.Dispose();
g_inst.mIABHelperObj = null ;
}
}
...
|
其中 init 負責呼叫 iabWrapper.java 之建構函數並建立該物件,dispose 則是負責刪除釋放 iabWrapper.java 物件。底下是主要的兩個功能,purchase 和 consume :
static public void purchase( string strSKU, int reqCode, string payload, cbFunc tmpIabPurchaseCBFunc){
if (g_inst == null )
return ;
g_inst.iabPurchaseCB =tmpIabPurchaseCBFunc;
if (g_inst.mIABHelperObj != null ){
g_inst.mIABHelperObj.Call( "purchase" , new object [3]{strSKU, reqCode.ToString(), payload});
}
} static public void consume_inapp( string strPurchaseJsonInfo, string strSignature, cbFunc tmpIabConsumeCBFunc){
if (g_inst == null )
return ;
g_inst.iabConsumeCB =tmpIabConsumeCBFunc;
if (g_inst.mIABHelperObj != null ){
g_inst.mIABHelperObj.Call( "consume" , new object [3]{ "inapp" , strPurchaseJsonInfo, strSignature});
}
} |
其中先將 callback 函數記錄起來,然後呼叫其對應的 java function。最後一部分是 msgReceiver,負責接收 java 回呼的結果並將資訊回呼對應的 callback function (先前呼叫 purchase 或是 consume 所給予的 callback function)。
void msgReceiver( string msg){
if (g_inst == null )
return ;
//parse json
Dictionary< string , object > cache =(Dictionary< string , object >)MiniJSON.Json.Deserialize(msg);
//dispatch msg
if (cache.ContainsKey( "code" )== true ){
int val =0;
int .TryParse(( string )cache[ "code" ], out val);
switch (val){
case 0:{
//unknown
Debug.Log( "Unity-iabWrappe :cannot parse cache[code]" );
}
break ;
case 1:{
//OnIabSetupFinishedListener
if (cache.ContainsKey( "ret" )== true ){
string retval =( string )cache[ "ret" ];
if (retval == "true" ){
//可使用
if (iabSetupCB != null ){
iabSetupCB( new object [1]{ true } );
}
}
else if (retval == "false" ){
//不可使用
if (iabSetupCB != null )
{
iabSetupCB( new object [1]{ false } );
}
} else {
Debug.Log( "Unity-iabWrapper :cannot parse cache[ret], code=1" );
}
}
}
break ;
case 2:{
//onIabPurchaseFinished
if (cache.ContainsKey( "ret" )== true ){
string retval =( string )cache[ "ret" ];
if (retval == "true" ){
//可使用
if (iabPurchaseCB != null ){
iabPurchaseCB( new object [3]{ true , ( string )cache[ "desc" ], ( string )cache[ "sign" ]} );
}
}
else if (retval == "false" ){
//不可使用
if (iabPurchaseCB != null )
{
iabPurchaseCB( new object [3]{ false , "" , "" } );
}
}
else {
Debug.Log( "Unity-iabWrapper :cannot parse cache[ret], code=2" );
}
}
}
break ;
case 3:{
//OnConsumeFinishedListener
if (cache.ContainsKey( "ret" )== true ){
string retval =( string )cache[ "ret" ];
if (retval == "true" ){
//可使用
if (iabConsumeCB != null )
{
iabConsumeCB( new object [3]{ true , ( string )cache[ "desc" ], ( string )cache[ "sign" ]} );
}
} else if (retval == "false" ){
//不可使用
if (iabConsumeCB != null )
{
iabConsumeCB( new object [3]{ false , "" , "" } );
}
}
else {
Debug.Log( "Unity-iabWrapper :cannot parse cache[ret], code=3" );
}
}
}
break ;
}
}
} |
程式碼先將 JSON 字串轉為 object 物件並依照物件種類做對應的處理,其中 purchase 的 callback (case 2),回傳的參數依序為 : 1. 是否成功,2. purchase 結果字串以及 3. purchase 結果之 signature (可作為驗証之用,參考這篇)。
7. 實作 IAB APP
建立一個 script 名為 main,並將此 script 加入至 Camera。這裡實作一個 purchase 功能,並在 purchase 完成之後立刻執行 consume。
using UnityEngine;
using UnityEngine;
using System.Collections;
public class main : MonoBehaviour {
// Use this for initialization
void Start () {
iabWrapper.init(
"PUBLIC_KEY" ,
delegate ( object [] ret){
if ( true ==( bool )ret[0]){
Debug.Log( "iab successfully initialized" );
}
else {
Debug.Log( "failed to initialize iab" );
}
});
}
void OnGUI(){
if (GUI.Button( new Rect(0, 0, 100, 100), "purchase" )){
iabWrapper.purchase( "PRODUCT_SKU" , 10001, "PRODUCT_SKU_AND_USER_ID_AND_DATE" ,
delegate ( object [] ret){
if ( false ==( bool )ret[0]){
Debug.Log( "purchase cancelled" );
}
else {
string purchaseinfo =( string )ret[1];
string signature =( string )ret[2];
iabWrapper.consume_inapp(purchaseinfo, signature,
delegate ( object [] ret2){
if ( false ==( bool )ret2[0])
{
Debug.Log( "failed to consume product" );
}
});
}
});
}
}
void OnApplicationQuit(){
iabWrapper.dispose();
}
} |
其中的 PUBLIC_KEY,更換成你的 Public Key,代入 purchase 函數的參數更改成你的參數。範例原始碼可以從這裡取得 : http://github.com/phardera/unity3d_googleplay_iab.git
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