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sdk-public
unity_sdk_demo
Commits
29fc4445
Commit
29fc4445
authored
Oct 22, 2025
by
gaorui
Browse files
feat(config): 新增 dialog 弹窗,新增多个 Android 支付档位
parent
d8b0a35f
Changes
7
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Assets/Plugins/.DS_Store
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Assets/Scenes/SampleScene.unity
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29fc4445
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Assets/Scripts/demo/ui/ExitConfirmationDialog.cs
0 → 100644
View file @
29fc4445
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
ExitConfirmationDialog
:
MonoBehaviour
{
public
GameObject
dialog
;
// Reference to the dialog panel
public
Button
confirmButton
;
public
Button
cancelButton
;
void
Start
()
{
// 初始化时不强制设置 dialog 状态,保持与 Inspector 设置一致
// 如果 dialog 未分配,则默认隐藏
if
(
dialog
!=
null
)
{
// 只在 dialog 已分配的情况下进行初始化
}
else
{
dialog
=
gameObject
;
// 默认使用自身 GameObject
}
// Set up button listeners
confirmButton
.
onClick
.
AddListener
(
OnConfirmExit
);
cancelButton
.
onClick
.
AddListener
(
OnCancelExit
);
// 确保初始隐藏
HideDialog
();
}
// Method to show the dialog
public
void
ShowDialog
()
{
try
{
UnityMainThreadDispatcher
.
Instance
.
Enqueue
(()
=>
{
if
(
dialog
!=
null
)
{
NativeLogger
.
I
(
"[Unity Dialog]"
,
$"SetActive 1
{
dialog
.
activeSelf
}
"
);
dialog
.
SetActive
(
true
);
NativeLogger
.
I
(
"[Unity Dialog]"
,
$"SetActive 2
{
dialog
.
activeSelf
}
"
);
}
else
{
NativeLogger
.
I
(
"[Unity Dialog]"
,
"Dialog is null"
);
}
});
}
catch
(
System
.
Exception
ex
)
{
NativeLogger
.
I
(
"[Unity Dialog]"
,
$"SetActive true
{
ex
.
Message
}
"
);
}
}
// Method to hide the dialog
public
void
HideDialog
()
{
try
{
UnityMainThreadDispatcher
.
Instance
.
Enqueue
(()
=>
{
if
(
dialog
!=
null
)
{
dialog
.
SetActive
(
false
);
}
});
}
catch
(
System
.
Exception
ex
)
{
NativeLogger
.
I
(
"[Unity Dialog]"
,
$"SetActive false
{
ex
.
Message
}
"
);
}
}
// Method to handle confirm exit
public
void
OnConfirmExit
()
{
Debug
.
Log
(
"Exiting the application..."
);
// Exit the application
Application
.
Quit
();
}
// Method to handle cancel exit
public
void
OnCancelExit
()
{
Debug
.
Log
(
"Exit canceled."
);
// Hide the dialog
dialog
.
SetActive
(
false
);
}
}
Assets/Scripts/demo/ui/ExitConfirmationDialog.cs.meta
0 → 100644
View file @
29fc4445
fileFormatVersion: 2
guid: e61a69e5f636041048817aea3af86d3f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/demo/ui/GameSdkManager.cs
View file @
29fc4445
...
...
@@ -6,22 +6,43 @@ using UnityEngine;
public
class
GameManager
:
MonoBehaviour
{
public
ExitConfirmationDialog
exitDialog
;
// 在 Inspector 中设置
private
bool
isExiting
=
false
;
// 防止重复调用退出
private
void
Awake
()
{
// 触发单例构造,内部会调用 PlatformCallback.SetListener(this)
var
_
=
HoolaiListener
.
Instance
;
HoolaiListener
.
Instance
.
SetExitConfirmationDialog
(
exitDialog
);
}
//Android 需监听返回事件,如果当前场景没有
返回拦截了
需调用 SDK 的退出接口
//Android 需监听返回事件,如果当前场景没有
游戏业务处理了(比如拦截返回上一个场景,此时无需调用,但返回到顶级场景后继续返回需处理此逻辑)
需调用 SDK 的退出接口
void
Update
()
{
if
(
Input
.
GetKey
(
KeyCode
.
Escape
))
{
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Exit"
);
H
oolaiSdkManager
.
ExitGame
();
H
andleExit
();
}
}
private
void
HandleExit
()
{
// 防止重复调用
if
(
isExiting
)
return
;
isExiting
=
true
;
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Exit"
);
HoolaiSdkManager
.
ExitGame
();
// 延迟重置标志位,防止短时间内重复触发
Invoke
(
"ResetExitFlag"
,
0.5f
);
}
private
void
ResetExitFlag
()
{
isExiting
=
false
;
}
public
void
OnLoginBtnClicked
()
{
...
...
@@ -73,20 +94,87 @@ public class GameManager : MonoBehaviour
}
public
void
OnPayBtnClicked
()
public
void
OnPayBtnClicked1
()
{
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Pay"
);
// 1. 创建并填充对象
PayParams
payParams
=
new
PayParams
{
Amount
=
100
,
// 单位:分
ItemId
=
"com.nekki.sf3.cn_1"
,
ItemName
=
"礼包0"
,
CallbackInfo
=
"123456_8888_987654321"
,
NotifyUrl
=
""
,
Count
=
1
,
Currency
=
"CNY"
};
payParams
.
AddOptionalParameter
(
"test"
,
"daily_bonus"
);
payParams
.
AddOptionalParameter
(
"player_id"
,
"p-98765"
);
NativeLogger
.
I
(
"Game_Unity_Log"
,
$"clicked Exit jsonString:
{
payParams
}
"
);
HoolaiSdkManager
.
StartPay
(
payParams
);
}
public
void
OnPayBtnClicked6
()
{
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Pay"
);
// 1. 创建并填充对象
PayParams
payParams
=
new
PayParams
{
Amount
=
600
,
// 单位:分
ItemId
=
"com.nekki.sf3.cn_6"
,
ItemName
=
"礼包1"
,
CallbackInfo
=
"123456_8888_987654321"
,
NotifyUrl
=
""
,
Count
=
1
,
Currency
=
"CNY"
};
payParams
.
AddOptionalParameter
(
"test"
,
"daily_bonus"
);
payParams
.
AddOptionalParameter
(
"player_id"
,
"p-98765"
);
NativeLogger
.
I
(
"Game_Unity_Log"
,
$"clicked Exit jsonString:
{
payParams
}
"
);
HoolaiSdkManager
.
StartPay
(
payParams
);
}
public
void
OnPayBtnClicked68
()
{
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Pay"
);
// 1. 创建并填充对象
PayParams
payParams
=
new
PayParams
{
Amount
=
6800
,
// 单位:分
ItemId
=
"com.nekki.sf3.ch_68"
,
ItemName
=
"礼包10"
,
CallbackInfo
=
"123456_8888_987654321"
,
NotifyUrl
=
""
,
Count
=
1
,
Currency
=
"CNY"
};
payParams
.
AddOptionalParameter
(
"test"
,
"daily_bonus"
);
payParams
.
AddOptionalParameter
(
"player_id"
,
"p-98765"
);
NativeLogger
.
I
(
"Game_Unity_Log"
,
$"clicked Exit jsonString:
{
payParams
}
"
);
HoolaiSdkManager
.
StartPay
(
payParams
);
}
public
void
OnPayBtnClicked128
()
{
NativeLogger
.
I
(
"Game_Unity_Log"
,
"clicked Pay"
);
// 1. 创建并填充对象
PayParams
payParams
=
new
PayParams
{
Amount
=
100
,
ItemId
=
"
sword_101
"
,
ItemName
=
"
钻石
"
,
Amount
=
1
28
00
,
// 单位:分
ItemId
=
"
com.nekki.sf3.cn_128
"
,
ItemName
=
"
礼包20
"
,
CallbackInfo
=
"123456_8888_987654321"
,
NotifyUrl
=
""
,
Count
=
1
,
Currency
=
"
USD
"
Currency
=
"
CNY
"
};
payParams
.
AddOptionalParameter
(
"test"
,
"daily_bonus"
);
payParams
.
AddOptionalParameter
(
"player_id"
,
"p-98765"
);
...
...
Assets/Scripts/demo/ui/HoolaiListener.cs
View file @
29fc4445
...
...
@@ -9,6 +9,8 @@ public class HoolaiListener : IPlatformCallbackListener
//商品列表更新事件
public
event
Action
<
List
<
GoodsInfo
>>
OnGoodsListUpdated
;
public
ExitConfirmationDialog
exitDialog
;
public
static
HoolaiListener
Instance
{
get
...
...
@@ -27,6 +29,12 @@ public class HoolaiListener : IPlatformCallbackListener
PlatformCallback
.
SetListener
(
this
);
}
// 初始化退出标准警告
public
void
SetExitConfirmationDialog
(
ExitConfirmationDialog
dialog
)
{
exitDialog
=
dialog
;
// 保存对话框实例
}
public
void
OnInitSuccess
(
InitResult
result
)
{
NativeLogger
.
I
(
"Game_Unity_Callback"
,
$"OnInitSuccess GameId:
{
result
.
gameId
}
channel:
{
result
.
channel
}
channelId:
{
result
.
channelId
}
"
);
...
...
@@ -99,5 +107,13 @@ public class HoolaiListener : IPlatformCallbackListener
public
void
OnCustomExit
()
{
NativeLogger
.
I
(
"Game_Unity_Callback"
,
$"OnCustomExit show Game Exit Dialog!"
);
if
(
exitDialog
!=
null
)
{
exitDialog
.
ShowDialog
();
// 显示确认对话框
}
else
{
NativeLogger
.
I
(
"Game_Unity_Callback"
,
"ExitConfirmationDialog is not set!"
);
}
}
}
UserSettings/Layouts/default-2022.dwlt
View file @
29fc4445
...
...
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width
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m_ShowMode
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4
m_Title
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m_Title
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Inspector
m_RootView
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fileID
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m_MinSize
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m_MaxSize
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m_MaxSize
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m_MaxSize
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...
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width
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m_MaxSize
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vertical
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controlID
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controlID
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draggingID
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---
!u!114
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MonoBehaviour
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m_MaxSize
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m_MaxSize
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m_Enabled
:
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m_EditorHideFlags
:
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m_Script
:
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,
guid
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,
type
:
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m_Name
:
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m_Name
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m_EditorClassIdentifier
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m_Position
:
serializedVersion
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m_ActualView
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fileID
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m_Panes
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{
fileID
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}
-
{
fileID
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m_Selected
:
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m_LastSelected
:
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m_Selected
:
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m_LastSelected
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---
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MonoBehaviour
:
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m_ActualView
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m_Panes
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y
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m_MaxSize
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y
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m_TitleContent
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m_Text
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m_Text
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Simulator
m_Image
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m_Tooltip
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m_SerializedDataModeController
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controlPanelWidth
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UnityEditor.DeviceSimulation.ApplicationSettingsPlugin
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friendlyName
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screenIndex
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networkReachability
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m_MaxSize
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m_TitleContent
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m_Text
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