miduo_client/Assets/LuaFramework/Scripts/Manager/UmengSdk/GA.cs

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2020-05-09 13:31:21 +08:00

// Created by ZhuCong on 1/1/14.
// Copyright 2014 Umeng.com . All rights reserved.
using System;
using UnityEngine;
using System.Runtime.InteropServices;
namespace Umeng
{
/// <summary>
/// 友盟游戏统计
/// </summary>
public class GA :Analytics
{
public enum Gender
{
Unknown = 0,
Male = 1,
Female = 2
}
/// <summary>
/// 设置玩家等级
/// </summary>
/// <param name="level">玩家等级</param>
public static void SetUserLevel(int level)
{
#if UNITY_EDITOR
Debug.Log("SetUserLevel");
#elif UNITY_IPHONE
_SetUserLevel(level);
#elif UNITY_ANDROID
Agent.CallStatic("setPlayerLevel", level);
#endif
}
/// <summary>
/// 设置玩家等级
/// </summary>
/// <param name="level">玩家等级</param>
[Obsolete("SetUserLevel(string level) 已弃用, 请使用 SetUserLevel(int level)")]
public static void SetUserLevel(string level)
{
Debug.LogWarning("SetUserLevel(string level) 已弃用, 请使用 SetUserLevel(int level)");
}
/// <summary>
/// 设置玩家属性
/// </summary>
/// <param name="userId">玩家Id</param>
/// <param name="gender">性别</param>
/// <param name="age">年龄</param>
/// <param name="platform">来源</param>
[System.Obsolete("SetUserInfo已弃用, 请使用ProfileSignIn")]
public static void SetUserInfo(string userId, Gender gender, int age, string platform)
{
#if UNITY_EDITOR
//Debug.Log("SetUserInfo");
#elif UNITY_IPHONE
_SetUserInfo(userId, (int)gender, age, platform);
#elif UNITY_ANDROID
Agent.CallStatic("setPlayerInfo",userId, age, (int)gender, platform);
#endif
}
/// <summary>
/// 玩家进入关卡
/// </summary>
/// <param name="level">关卡</param>
public static void StartLevel(string level)
{
#if UNITY_EDITOR
//Debug.Log("StartLevel");
#elif UNITY_IPHONE
_StartLevel(level);
#elif UNITY_ANDROID
Agent.CallStatic("startLevel",level);
#endif
}
/// <summary>
/// 玩家通过关卡
/// </summary>
/// <param name="level">如果level设置为null 则为当前关卡</param>
public static void FinishLevel(string level)
{
#if UNITY_EDITOR
//Debug.Log("FinishLevel");
#elif UNITY_IPHONE
_FinishLevel(level);
#elif UNITY_ANDROID
Agent.CallStatic("finishLevel",level);
#endif
}
/// <summary>
/// 玩家未通过关卡
/// </summary>
/// <param name="level">如果level设置为null 则为当前关卡</param>
public static void FailLevel(string level)
{
#if UNITY_EDITOR
//Debug.Log("FailLevel");
#elif UNITY_IPHONE
_FailLevel(level);
#elif UNITY_ANDROID
Agent.CallStatic("failLevel",level);
#endif
}
/// <summary>
/// Source9 到Source 20 请在友盟后台网站设置 对应的定义
/// </summary>
public enum PaySource
{
AppStore = 1,
= 2,
= 3,
= 4,
= 5,
= 6,
= 7,
Paypal = 8,
Source9,
Source10,
Source11,
Source12,
Source13,
Source14,
Source15,
Source16,
Source17,
Source18,
Source19,
Source20,
}
/// <summary>
/// 游戏中真实消费(充值)的时候调用此方法
/// </summary>
/// <param name="cash">本次消费金额</param>
/// <param name="source">来源</param>
/// <param name="coin">本次消费等值的虚拟币</param>
public static void Pay(double cash, PaySource source, double coin)
{
#if UNITY_EDITOR
//Debug.Log("Pay");
#elif UNITY_IPHONE
_PayCashForCoin(cash,(int)source,coin);
#elif UNITY_ANDROID
Agent.CallStatic("pay",cash , coin, (int)source);
#endif
}
/// <summary>
/// 游戏中真实消费(充值)的时候调用此方法
/// </summary>
/// <param name="cash">本次消费金额</param>
/// <param name="source">来源:AppStore = 1,支付宝 = 2,网银 = 3,财付通 = 4,移动 = 5,联通 = 6,电信 = 7,Paypal = 8,
/// 9~100对应渠道请到友盟后台设置本次消费的途径网银支付宝 等</param>
/// <param name="coin">本次消费等值的虚拟币</param>
public static void Pay(double cash, int source, double coin)
{
if (source < 1 || source > 100) {
throw new System.ArgumentException ();
}
#if UNITY_EDITOR
//Debug.Log("Pay");
#elif UNITY_IPHONE
_PayCashForCoin(cash,source,coin);
#elif UNITY_ANDROID
Agent.CallStatic("pay",cash , coin, source);
#endif
}
/// <summary>
/// 玩家支付货币购买道具
/// </summary>
/// <param name="cash">真实货币数量</param>
/// <param name="source">支付渠道</param>
/// <param name="item">道具名称</param>
/// <param name="amount">道具数量</param>
/// <param name="price">道具单价</param>
public static void Pay(double cash, PaySource source, string item, int amount, double price)
{
#if UNITY_EDITOR
//Debug.Log("Pay");
#elif UNITY_IPHONE
_PayCashForItem(cash,(int)source,item,amount,price);
#elif UNITY_ANDROID
Agent.CallStatic("pay",cash, item, amount, price, (int)source);
#endif
}
/// <summary>
/// 玩家使用虚拟币购买道具
/// </summary>
/// <param name="item">道具名称</param>
/// <param name="amount">道具数量</param>
/// <param name="price">道具单价</param>
public static void Buy(string item, int amount, double price)
{
#if UNITY_EDITOR
//Debug.Log("Buy");
#elif UNITY_IPHONE
_Buy(item,amount,price);
#elif UNITY_ANDROID
Agent.CallStatic("buy", item, amount, price);
#endif
}
/// <summary>
/// 玩家使用虚拟币购买道具
/// </summary>
/// <param name="item">道具名称</param>
/// <param name="amount">道具数量</param>
/// <param name="price">道具单价</param>
public static void Use(string item, int amount, double price)
{
#if UNITY_EDITOR
//Debug.Log("Use");
#elif UNITY_IPHONE
_Use(item, amount, price);
#elif UNITY_ANDROID
Agent.CallStatic("use", item, amount, price);
#endif
}
/// <summary>
/// Source4 到Source 10 请在友盟后台网站设置 对应的定义
/// </summary>
public enum BonusSource
{
= 1,
Source2 =2,
Source3 =3,
Source4,
Source5,
Source6,
Source7,
Source8,
Source9,
Source10,
}
/// <summary>
/// 玩家获虚拟币奖励
/// </summary>
/// <param name="coin">虚拟币数量</param>
/// <param name="source">奖励方式</param>
public static void Bonus(double coin, BonusSource source)
{
#if UNITY_EDITOR
//Debug.Log("Bonus");
#elif UNITY_IPHONE
_BonusCoin(coin, (int)source);
#elif UNITY_ANDROID
Agent.CallStatic("bonus", coin, (int)source);
#endif
}
/// <summary>
/// 玩家获道具奖励
/// </summary>
/// <param name="item">道具名称</param>
/// <param name="amount">道具数量</param>
/// <param name="price">道具单价</param>
/// <param name="source">奖励方式</param>
///
public static void Bonus(string item, int amount, double price, BonusSource source)
{
#if UNITY_EDITOR
//Debug.Log("Bonus");
#elif UNITY_IPHONE
_BonusItem(item, amount, price, (int)source);
#elif UNITY_ANDROID
Agent.CallStatic("bonus", item, amount, price, (int)source);
#endif
}
//使用sign-In函数后如果结束该userId的统计需要调用ProfileSignOff函数
public static void ProfileSignIn(string userId)
{
#if UNITY_EDITOR
//Debug.Log("ProfileSignIn");
#elif UNITY_IPHONE
_ProfileSignInWithPUID(userId);
#elif UNITY_ANDROID
Agent.CallStatic("onProfileSignIn", userId);
#endif
}
//使用sign-In函数后如果结束该userId的统计需要调用ProfileSignOfff函数
//provider : 不能以下划线"_"开头,使用大写字母和数字标识; 如果是上市公司,建议使用股票代码。
public static void ProfileSignIn(string userId,string provider)
{
#if UNITY_EDITOR
//Debug.Log("ProfileSignIn");
#elif UNITY_IPHONE
_ProfileSignInWithPUIDAndProvider(userId,provider);
#elif UNITY_ANDROID
Agent.CallStatic("onProfileSignIn", provider,userId);
#endif
}
//该结束该userId的统计
public static void ProfileSignOff()
{
#if UNITY_EDITOR
//Debug.Log("ProfileSignOff");
#elif UNITY_IPHONE
_ProfileSignOff();
#elif UNITY_ANDROID
Agent.CallStatic("onProfileSignOff");
#endif
}
#if UNITY_IPHONE
[DllImport("__Internal")]
private static extern void _SetUserLevel(int level);
[DllImport("__Internal")]
private static extern void _SetUserInfo(string userId, int gender, int age, string platform);
[DllImport("__Internal")]
private static extern void _StartLevel(string level);
[DllImport("__Internal")]
private static extern void _FinishLevel(string level);
[DllImport("__Internal")]
private static extern void _FailLevel(string level);
[DllImport("__Internal")]
private static extern void _PayCashForCoin(double cash, int source, double coin);
[DllImport("__Internal")]
private static extern void _PayCashForItem(double cash, int source, string item, int amount, double price);
[DllImport("__Internal")]
private static extern void _Buy(string item, int amount, double price);
[DllImport("__Internal")]
private static extern void _Use(string item, int amount, double price);
[DllImport("__Internal")]
private static extern void _BonusCoin(double coin, int source);
[DllImport("__Internal")]
private static extern void _BonusItem(string item, int amount, double price, int source);
[DllImport("__Internal")]
private static extern void _ProfileSignInWithPUID (string puid);
[DllImport("__Internal")]
private static extern void _ProfileSignInWithPUIDAndProvider(string puid,string provider);
[DllImport("__Internal")]
private static extern void _ProfileSignOff();
#endif
}
}