删除无用的sdk资源,bugly添加缺少的文件

dev_chengFeng
jl_ios 2020-08-11 14:04:05 +08:00
parent 428ee21777
commit 02b7e07d20
153 changed files with 473 additions and 10835 deletions

2
.gitignore vendored
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.svn/
Assets/StreamingAssets/Android/
Assets/StreamingAssets/IOS/
BuildABs/IOS/
Library/
Temp/
Assets/ManagedResources/LuaBytes/

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// Created by ZhuCong on 1/1/14.
// Copyright 2014 Umeng.com . All rights reserved.
using UnityEngine;
using System;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;
using System.Text;
namespace Umeng
{
public class Analytics
{
static string version = "2.3";
#if UNITY_ANDROID
static bool hasInit = false;
#endif
//
/// <summary>
/// 开始友盟统计 默认发送策略为启动时发送
/// </summary>
/// <param name="appKey">友盟appKey</param>
/// <param name="channelId">渠道名称</param>
public static void StartWithAppKeyAndChannelId(string appKey, string channelId)
{
#if UNITY_EDITOR
//Debug.LogWarning("友盟统计在iOS/Android 真机上才会向友盟后台服务器发送事件 请在真机上测试");
#elif UNITY_IPHONE
StartWithAppKeyAndReportPolicyAndChannelId(appKey, ReportPolicy.BATCH, channelId);
#elif UNITY_ANDROID
_AppKey = appKey;
_ChannelId = channelId;
UMGameAgentInit();
if(!hasInit)
{
//Debug.LogWarning("onResume");
onResume();
CreateUmengManger();
hasInit = true;
}
// EnableActivityDurationTrack(false);
#endif
}
/// <summary>
/// 设置是否打印sdk的信息,默认不开启
/// </summary>
/// <param name="value">设置为true,Umeng SDK 会输出日志信息,记得release产品时要设置回false.</param>
///
public static void SetLogEnabled(bool value)
{
#if UNITY_EDITOR
//Debug.Log("SetLogEnabled");
#elif UNITY_IPHONE
_SetLogEnabled(value);
#elif UNITY_ANDROID
Agent.CallStatic("setDebugMode", value);
#endif
}
//使用前请先到友盟App管理后台的设置->编辑自定义事件 中添加相应的事件ID然后在工程中传入相应的事件ID
//eventId、attributes中key和value都不能使用空格和特殊字符且长度不能超过255个字符否则将截取前255个字符
//id ts du是保留字段不能作为eventId及key的名称
/// <summary>
/// 基本事件
/// </summary>
/// <param name="eventId">友盟后台设定的事件Id</param>
public static void Event(string eventId)
{
#if UNITY_EDITOR
//Debug.Log("Event");
#elif UNITY_IPHONE
_Event(eventId);
#elif UNITY_ANDROID
Agent.CallStatic("onEvent", Context, eventId);
#endif
}
//不同的标签会分别进行统计,方便同一事件的不同标签的对比,为nil或空字符串时后台会生成和eventId同名的标签.
/// <summary>
/// 基本事件
/// </summary>
/// <param name="eventId">友盟后台设定的事件Id</param>
/// <param name="label">分类标签</param>
public static void Event(string eventId, string label)
{
#if UNITY_EDITOR
//Debug.Log("Event");
#elif UNITY_IPHONE
_EventWithLabel(eventId, label);
#elif UNITY_ANDROID
Agent.CallStatic("onEvent", Context, eventId, label);
#endif
}
/// <summary>
/// 属性事件
/// </summary>
/// <param name="eventId">友盟后台设定的事件Id</param>
/// <param name="attributes"> 属性中的Key-Vaule Pair不能超过10个</param>
public static void Event(string eventId, Dictionary<string, string> attributes)
{
#if UNITY_EDITOR
//Debug.Log("Event");
#elif UNITY_IPHONE
_EventWithAttributes(eventId, DictionaryToJson(attributes));
#elif UNITY_ANDROID
Agent.CallStatic("onEvent", Context, eventId, ToJavaHashMap(attributes));
#endif
}
/// <summary>
/// 页面时长统计,记录某个页面被打开多长时间
/// 与PageEnd配对使用
/// </summary>
/// <param name="pageName">被统计view名称</param>
public static void PageBegin(string pageName)
{
#if UNITY_EDITOR
//Debug.Log("PageBegin");
#elif UNITY_IPHONE
_BeginLogPageView(pageName);
#elif UNITY_ANDROID
Agent.CallStatic("onPageStart", pageName);
#endif
}
/// <summary>
/// 页面时长统计,记录某个页面被打开多长时间
/// 与PageBegin配对使用
/// </summary>
/// <param name="pageName">被统计view名称</param>
///
public static void PageEnd(string pageName)
{
#if UNITY_EDITOR
//Debug.Log("PageEnd");
#elif UNITY_IPHONE
_EndLogPageView(pageName);
#elif UNITY_ANDROID
Agent.CallStatic("onPageEnd", pageName);
#endif
}
/// <summary>
/// 自定义事件 — 计算事件数
/// </summary>
public static void Event(string eventId, Dictionary<string, string> attributes, int value)
{
try
{
if (attributes == null)
attributes = new System.Collections.Generic.Dictionary<string, string>();
if (attributes.ContainsKey("__ct__"))
{
attributes["__ct__"] = value.ToString();
Event(eventId, attributes);
}
else
{
attributes.Add("__ct__", value.ToString());
Event(eventId, attributes);
attributes.Remove("__ct__");
}
}
catch (Exception)
{
}
}
/// <summary>
/// 获取缓存的在线参数
/// </summary>
/// <param name="key">在线参数的Key 请在友盟后台设置</param>
/// <returns>Key对应的在线参数值</returns>
public static string GetDeviceInfo()
{
#if UNITY_EDITOR
//Unity Editor 模式下 返回null 请在iOS/Anroid真机上测试
//Debug.Log("GetDeviceInfo return null");
return null;
#elif UNITY_IPHONE
return _GetDeviceID();
#elif UNITY_ANDROID
var util = new AndroidJavaClass("com.umeng.analytics.UnityUtil");
var info = util.CallStatic<string>("getDeviceInfo", Context);
return info;
#else
return null;
#endif
}
//设置是否对日志信息进行加密, 默认false(不加密).
//value 设置为true, SDK会将日志信息做加密处理
public static void SetLogEncryptEnabled(bool value)
{
#if UNITY_EDITOR
//Debug.Log("SetLogEncryptEnabled");
#elif UNITY_IPHONE
_SetEncryptEnabled(value);
#elif UNITY_ANDROID
Agent.CallStatic("enableEncrypt", value);
#endif
}
public static void SetLatency(int value)
{
#if UNITY_EDITOR
//Debug.Log("SetLatency");
#elif UNITY_IPHONE
//_SetLatency(value);
#elif UNITY_ANDROID
Agent.CallStatic("setLatencyWindow", (long)value);
#endif
}
public static void Event(string[] keyPath,int value,string label)
{
#if UNITY_EDITOR
#elif UNITY_IPHONE
var listStr = String.Join(";=umengUnity=;", keyPath);
_CCEvent(listStr,value,label);
#elif UNITY_ANDROID
var listStr = String.Join(";=umengUnity=;", keyPath);
var util = new AndroidJavaClass("com.umeng.analytics.UnityUtil");
util.CallStatic("onEventForUnity", Context, listStr,value,label);
#endif
}
//Android Only
#if UNITY_ANDROID
//设置Session时长
public static void SetContinueSessionMillis(long milliseconds)
{
#if UNITY_EDITOR
//Debug.Log("setContinueSessionMillis");
#else
Agent.CallStatic("setSessionContinueMillis", milliseconds);
#endif
}
[Obsolete("Flush")]
//清空缓存
public static void Flush()
{
#if UNITY_EDITOR
//Debug.Log("flush");
#else
Agent.CallStatic("flush", Context);
#endif
}
[Obsolete("SetEnableLocation已弃用")]
//启用位置信息
public static void SetEnableLocation(bool reportLocation)
{
#if UNITY_EDITOR
//Debug.Log("setEnableLocation:"+ reportLocation);
#else
Agent.CallStatic("setAutoLocation", reportLocation);
#endif
}
//启用页面统计
public static void EnableActivityDurationTrack(bool isTraceActivity)
{
#if UNITY_EDITOR
//Debug.Log("enableActivityDurationTrack:"+isTraceActivity);
#else
Agent.CallStatic("openActivityDurationTrack", isTraceActivity);
#endif
}
/*
android6.0mac public static void setCheckDevice(boolean enable) truemac
googleplay false mac
*/
public static void SetCheckDevice(bool value)
{
#if UNITY_EDITOR
#else
Agent.CallStatic("setCheckDevice", value);
#endif
}
#endif
//iOS Only
#if UNITY_IPHONE
/*
BATCH()
http://blog.umeng.com/index.php/2012/12/0601/
SEND_INTERVAL ,10,10 86400() 10
SEND_ON_EXIT 退,App
iOS > 4.0, iOS < 4.0 BATCH
*/
public enum ReportPolicy
{
BATCH = 1,//启动发送
SENDDAILY = 4, //每日发送
SEND_INTERVAL = 6, //按最小间隔发送
SEND_ON_EXIT = 7 //退出或进入后台时发送
}
/// <summary>
/// 开启友盟统计
/// </summary>
/// <param name="appkey">友盟appKey</param>
/// <param name="policy">发送策略</param>
/// <param name="channelId">渠道名称</param>
///
public static void StartWithAppKeyAndReportPolicyAndChannelId(string appkey, ReportPolicy policy, string channelId)
{
#if UNITY_EDITOR
//Debug.LogWarning("友盟统计在iOS/Androi 真机上才会向友盟后台服务器发送事件 请在真机上测试");
#else
_StartWithAppKeyAndReportPolicyAndChannelId(appkey, (int)policy, channelId,version);
_AppKey = appkey;
_ChannelId = channelId;
#endif
}
/// <summary>
/// 当reportPolicy 为 SEND_INTERVAL 时设定log发送间隔
/// </summary>
/// <param name="seconds">单位为秒,最小为10,最大为86400(一天).</param>
public static void SetLogSendInterval(int seconds)
{
#if UNITY_EDITOR
//Debug.Log("SetLogSendInterval");
#else
_SetLogSendInterval((double)seconds);
#endif
}
/// <summary>
/// 手动设置app版本号 此API不再建议使用 因为启动时会自动读取Unity的Pla yerSettings.bundleVersion(CFBundleVersion)作为版本
/// </summary>
/// <param name="value">版本号</param>
[Obsolete("此API不再建议使用 因为启动时会自动读取Unity的PlayerSettings.bundleVersion(CFBundleVersion)作为版本")]
public static void SetAppVersion(string value)
{
#if UNITY_EDITOR
//Debug.Log("SetAppVersion");
#else
_SetAppVersion(value);
#endif
}
/// <summary>
/// 开启CrashReport收集, 默认是开启状态.
/// </summary>
/// <param name="value">设置成false,就可以关闭友盟CrashReport收集</param>
public static void SetCrashReportEnabled(bool value)
{
#if UNITY_EDITOR
//Debug.Log("SetCrashReportEnabled");
#else
//由于Unity在iOS平台使用AOT模式编译 你得到的CrashReport函数名将不是完全一致
_SetCrashReportEnabled(value);
//Anddroid 平台Crash Report 总是是开启的 无需调用SetCrashReportEnabled
//Anddroid 平台Crash Report 仅限于Java层的崩溃日志
#endif
}
/// <summary>
/// 页面时长统计,记录某个view被打开多长时间,与调用PageBegin,PageEnd计时等价
/// </summary>
/// <param name="pageName">被统计view名称</param>
/// <param name="seconds">时长单位为秒</param>
///
public static void LogPageViewWithSeconds(string pageName, int seconds)
{
#if UNITY_EDITOR
//Debug.Log("LogPageViewWithSeconds");
#else
_LogPageViewWithSeconds(pageName, seconds);
#endif
}
/// <summary>
/// 判断设备是否越狱,判断方法根据 apt和Cydia.app的path来判断
/// </summary>
/// <returns>是否越狱</returns>
public static bool IsJailBroken()
{
#if UNITY_EDITOR
//always return false in UNITY_EDITOR mode
//Debug.Log("IsJailBroken always return false in UNITY_EDITOR mode");
return false;
#else
return _IsJailBroken();
#endif
}
/// <summary>
/// 判断你的App是否被破解
/// </summary>
/// <returns>是否破解</returns>
public static bool IsPirated()
{
#if UNITY_EDITOR
//always return false in UNITY_EDITOR mode
//Debug.Log("IsPirated always return false in UNITY_EDITOR mode");
return false;
#else
return _IsPirated();
#endif
}
//设置是否开启background模式, 默认true.
//value 为YES,SDK会确保在app进入后台的短暂时间保存日志信息的完整性对于已支持background模式和一般app不会有影响.
//如果该模式影响某些App在切换到后台的功能也可将该值设置为false.
public static void SetBackgroundTaskEnabled(bool value)
{
#if UNITY_EDITOR
//Debug.Log("SetBackgroundTaskEnabled");
#elif UNITY_IPHONE
_SetBackgroundTaskEnabled (value);
#endif
}
#endif
#region Wrapper
static private string _AppKey=null;
static private string _ChannelId=null;
static public string AppKey
{
get
{
return _AppKey;
}
}
static public string ChannelId
{
get
{
return _ChannelId;
}
}
static private void CreateUmengManger()
{
GameObject go = new GameObject();
go.AddComponent<UmengManager>();
go.name = "UmengManager";
}
#if UNITY_ANDROID
public static void onResume()
{
#if UNITY_EDITOR
#else
Agent.CallStatic("onResume", Context);
#endif
}
public static void onPause()
{
#if UNITY_EDITOR
#else
Agent.CallStatic("onPause", Context);
#endif
}
public static void onKillProcess()
{
#if UNITY_EDITOR
#else
Agent.CallStatic("onKillProcess", Context);
#endif
}
//static AndroidJavaClass AnalyticsConfig = null;
//lazy initialize singleton
static class SingletonHolder
{
public static AndroidJavaClass instance_mobclick;
public static AndroidJavaObject instance_context;
static SingletonHolder()
{
//instance_mobclick will be null if you run in editor mode
//try it on real android device
instance_mobclick = new AndroidJavaClass("com.umeng.analytics.game.UMGameAgent");
//AnalyticsConfig = new AndroidJavaClass("com.umeng.analytics.AnalyticsConfig");
//cls_UnityPlayer and instance_context will be null if you run in editor mode
//try it on real android device
using (AndroidJavaClass cls_UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
instance_context = cls_UnityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
}
}
}
private static AndroidJavaObject ToJavaHashMap(Dictionary<string, string> dic)
{
var hashMap = new AndroidJavaObject("java.util.HashMap");
var putMethod = AndroidJNIHelper.GetMethodID(hashMap.GetRawClass(), "put", "(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;");
var arguments = new object[2];
foreach (var entry in dic)
{
using (var key = new AndroidJavaObject("java.lang.String", entry.Key))
{
using (var val = new AndroidJavaObject("java.lang.String", entry.Value))
{
arguments[0] = key;
arguments[1] = val;
AndroidJNI.CallObjectMethod(hashMap.GetRawObject(), putMethod, AndroidJNIHelper.CreateJNIArgArray(arguments));
}
} // end using
} // end foreach
return hashMap;
}
protected static AndroidJavaClass Agent
{
get
{
//instance_mobclick will be null if you run in editor mode
//try it on real android device
return SingletonHolder.instance_mobclick;
}
}
static AndroidJavaClass _UpdateAgent;
protected static AndroidJavaClass UpdateAgent
{
get
{
if (_UpdateAgent == null)
_UpdateAgent = new AndroidJavaClass("com.umeng.update.UmengUpdateAgent");
return _UpdateAgent;
}
}
protected static AndroidJavaObject Context
{
get
{
//instance_mobclick will be null if you run in editor mode
//try it on real android device
return SingletonHolder.instance_context;
}
}
public static void UMGameAgentInit()
{
var util = new AndroidJavaClass("com.umeng.analytics.UnityUtil");
util.CallStatic("initUnity", Context,AppKey,ChannelId,version);
}
public void Dispose()
{
Agent.Dispose();
Context.Dispose();
}
#endif
#if UNITY_IPHONE
static string DictionaryToJson(Dictionary<string, string> dict)
{
var builder = new StringBuilder("{");
foreach (KeyValuePair<string, string> kv in dict)
{
builder.AppendFormat("\"{0}\":\"{1}\",", kv.Key, kv.Value);
}
builder[builder.Length - 1] = '}';
return builder.ToString();
}
[DllImport("__Internal")]
private static extern void _SetAppVersion(string value);
[DllImport("__Internal")]
private static extern void _SetLogEnabled(bool value);
[DllImport("__Internal")]
private static extern void _SetCrashReportEnabled(bool value);
[DllImport("__Internal")]
private static extern void _StartWithAppKeyAndReportPolicyAndChannelId(string appkey, int policy, string channelId,string version);
[DllImport("__Internal")]
private static extern void _SetLogSendInterval(double interval);
[DllImport("__Internal")]
private static extern void _Event(string eventId);
[DllImport("__Internal")]
private static extern void _EventWithDuration(string eventId, int duration);
[DllImport("__Internal")]
private static extern void _EventWithDuration2(string eventId, string Label, int duration);
[DllImport("__Internal")]
private static extern void _EventWithAttributesAndDuration(string eventId, string jsonString, int duration);
[DllImport("__Internal")]
private static extern void _EventWithLabel(string eventId, string label);
[DllImport("__Internal")]
private static extern void _EventWithAccumulation(string eventId, int accumulation);
[DllImport("__Internal")]
private static extern void _EventWithLabelAndAccumulation(string eventId, string label, int accumulation);
[DllImport("__Internal")]
private static extern void _EventWithAttributes(string eventId, string jsonstring);
[DllImport("__Internal")]
private static extern void _BeginEventWithLabel(string eventId, string label);
[DllImport("__Internal")]
private static extern void _EndEventWithLabel(string eventId, string label);
[DllImport("__Internal")]
private static extern void _BeginEventWithPrimarykeyAndAttributes(string eventId, string primaryKey, string jsonstring);
[DllImport("__Internal")]
private static extern void _EndEventWithPrimarykey(string eventId, string primaryKey);
[DllImport("__Internal")]
private static extern void _LogPageViewWithSeconds(string pageName, int seconds);
[DllImport("__Internal")]
private static extern void _BeginLogPageView(string pageName);
[DllImport("__Internal")]
private static extern void _EndLogPageView(string pageName);
[DllImport("__Internal")]
private static extern bool _IsJailBroken();
[DllImport("__Internal")]
private static extern bool _IsPirated();
[DllImport("__Internal")]
private static extern string _GetDeviceID();
[DllImport("__Internal")]
private static extern void _SetBackgroundTaskEnabled(bool value);
[DllImport("__Internal")]
private static extern void _SetEncryptEnabled(bool value);
// [DllImport("__Internal")]
// private static extern void _SetLatency(int value);
[DllImport("__Internal")]
private static extern void _CCEvent(string keyPath,int value,string label);
#endif
#endregion
}
}

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// 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
}
}

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@ -1,53 +0,0 @@
//
// UmengManager.cs
//
// Created by ZhuCong on 1/1/14.
// Copyright 2014 Umeng.com . All rights reserved.
// Version 1.31
using UnityEngine;
using System.Collections;
using Umeng;
public class UmengManager : MonoBehaviour
{
void Awake()
{
DontDestroyOnLoad (transform.gameObject);
}
#if UNITY_ANDROID
void OnApplicationPause(bool isPause)
{
//Debug.Log("Umeng:OnApplicationPause" + isPause);
if (isPause){
//Debug.Log("Umeng:----onPause");
GA.onPause();
}
else{
//Debug.Log("Umeng:----onResume");
GA.onResume();
}
}
void OnApplicationQuit()
{
//Debug.Log("Umeng:OnApplicationQuit");
GA.onKillProcess();
}
#endif
}

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@ -10,80 +10,80 @@ namespace SDK
{
public class iOSProxy : Proxy
{
//初始化
[DllImport("__Internal")]
private static extern void m_KTInit(string totalStr);
public override void Init(KTSDKInitArgs args)
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("{0}#{1}", args.appid, args.appkey);
m_KTInit(sb.ToString());
}
////初始化
//[DllImport("__Internal")]
//private static extern void m_KTInit(string totalStr);
//public override void Init()//SDKInitArgs args)
//{
// //StringBuilder sb = new StringBuilder();
// //sb.AppendFormat("{0}#{1}", args.appid, args.appkey);
// //m_KTInit(sb.ToString());
//}
//登录
[DllImport("__Internal")]
private static extern void m_KTIogin();
public override void Login()
{
m_KTIogin();
}
////登录
//[DllImport("__Internal")]
//private static extern void m_KTIogin();
//public override void Login()
//{
// m_KTIogin();
//}
//退出游戏
[DllImport("__Internal")]
private static extern void m_KTExit();
public override void Exit()
{
m_KTExit();
}
////退出游戏
//[DllImport("__Internal")]
//private static extern void m_KTExit();
//public override void Exit()
//{
// m_KTExit();
//}
[DllImport("__Internal")]
private static extern void m_KTPay(string totalStr);
public override void Pay(KTSDKPayArgs args)
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("{0}#{1}#{2}#{3}#{4}#{5}#{6}#{7}#{8}#{9}#{10}#{11}#{12}#{13}#{14}",
AppConst.TokenStr,
args.zoneId,
args.serverID,
args.serverName,
args.roleID,
args.roleName,
args.roleLevel,
args.productId,
args.productName,
args.roleID,
"",//extendbox
"",//gateway
AppConst.OpenId,
"",//payext
args.price);
m_KTPay(sb.ToString());
}
//[DllImport("__Internal")]
//private static extern void m_KTPay(string totalStr);
//public override void Pay(SDKPayArgs args)
//{
// StringBuilder sb = new StringBuilder();
// sb.AppendFormat("{0}#{1}#{2}#{3}#{4}#{5}#{6}#{7}#{8}#{9}#{10}#{11}#{12}#{13}#{14}",
// AppConst.TokenStr,
// args.zoneId,
// args.serverID,
// args.serverName,
// args.roleID,
// args.roleName,
// args.roleLevel,
// args.productId,
// args.productName,
// args.roleID,
// "",//extendbox
// "",//gateway
// AppConst.OpenId,
// "",//payext
// args.price);
// m_KTPay(sb.ToString());
//}
//sdk 获取设备标识
[DllImport("__Internal")]
private static extern string m_KTGetDeviceID();
public override string GetDeviceID()
{
return m_KTGetDeviceID();
}
////sdk 获取设备标识
//[DllImport("__Internal")]
//private static extern string m_KTGetDeviceID();
//public override string GetDeviceID()
//{
// return m_KTGetDeviceID();
//}
//sdk 获取IMEI
[DllImport("__Internal")]
private static extern string m_KTGetIMEICode();
public override string GetIMEICode()
{
return m_KTGetIMEICode();
}
////sdk 获取IMEI
//[DllImport("__Internal")]
//private static extern string m_KTGetIMEICode();
//public override string GetIMEICode()
//{
// return m_KTGetIMEICode();
//}
//sdk获取支付订单号
[DllImport("__Internal")]
private static extern string m_KTGetPayOrderID();
public override string GetPayOrderID()
{
return m_KTGetPayOrderID();
}
////sdk获取支付订单号
//[DllImport("__Internal")]
//private static extern string m_KTGetPayOrderID();
//public override string GetPayOrderID()
//{
// return m_KTGetPayOrderID();
//}
}
}
#endif

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