Procházet zdrojové kódy

Merge branch 'master' of http://git.dashgame.com/gsgundam/garden_client

Conflicts:
	ProjectSettings/ProjectSettings.asset
gsgundam před 8 roky
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revize
3d16aa299a
100 změnil soubory, kde provedl 7292 přidání a 2 odebrání
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+	<string>com.apple.compilers.llvm.clang.1_0</string>
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+	<string>0831</string>
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+	<string>Copyright © 2013 Alex McAusland. All rights reserved.</string>
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Assets/Plugins/UnityPurchasing/Changelog.md

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+## [1.10.1] - 2017-03-29
+### Fixed
+- GooglePlay - Suspending and resuming from app-icon while purchase dialog displayed no longer generates both OnPurchaseFailed then ProcessPurchase messages, only whichever callback is correct.
+- Remove cloud JSON exporter that was erroneously showing in the IAP Catalog export list
+- Fixed a bug when parsing localized prices when the device's localization does not match the number format rules for the currency
+- Resolved DLL name conflict by renaming Assets/Plugins/UnityPurchasing/Bin/Common.dll to Purchasing.Common.dll
+- Installer - Suppressed multiple redundant dialogs
+
+## [1.10.0] - 2017-01-23
+### Added
+- Samsung Galaxy Apps - In-App Purchase SDK v4. Simplifies flow for first-time payment users. See [Samsung Developer IAP Documentation](http://developer.samsung.com/iap) for more.
+- Tizen Store - Add support for subscriptions
+- StandardPurchasingModule - Add `bool useFakeStoreAlways` property to override native stores with the local debug FakeStore for rapid prototyping. Will not connect to any App Store when enabled.
+
+```csharp
+// Enable the FakeStore for all IAP activity
+var module = StandardPurchasingModule.Instance();
+module.useFakeStoreAlways = true;
+```
+
+* Editor Updater - Notify the developer when updates to Unity IAP are available with an actionable dialog. Periodically check the Asset Store version and prompt with an upgrade dialog capable of downloading the latest plugin.
+* Editor Installer - Simplify integration of Unity IAP into a Project, avoiding unexpected breakage of the scripting build environment after package installation. Detect and warn if Unity IAP Core Service is "Off" during installation.
+
+### Removed
+- Samsung Galaxy Apps - remove In-App Purchase SDK v3 and replaced with v4, above.
+
+### Fixed
+- GooglePlay - Fix a problem that occurred when suspending the application during a successful transaction. Previously a consumable product could get stuck in a state where it could not be purchased again until the Google Play cache was cleared.
+
+## [1.9.3] - 2017-01-03
+### Added
+- Windows Store - support for UWP apps running while logged-out of Windows Store. Now fetches app's product metadata if logged out, and requests user sign in to make purchase or to fetch user's purchase history.
+- Editor - diagnostic log at build-time when IAP Service disabled: "Unity IAP plugin is installed, but Unity IAP is not enabled. Please enable Unity IAP in the Services window." Fewer redundant errors.
+
+### Fixed
+- Editor - checkmarks refresh for Targeted Android Store after Editor Play/Stop
+- Editor - hides spurious Component MenuItems
+- Linux Editor - BillingMode.json path case-sensitivity 
+- IAP Catalog - clearer text for Export button: "App Store Export"
+
+## [1.9.2] - 2016-11-29
+### Fixed
+- GooglePlay - addresses warning about usage of WebViewClient.onReceivedSslError if CloudMoolah.aar is included
+- CloudMoolah - simplify Login API and rename LoginError enum to LoginResultState
+- Android - remove READ_PHONE_STATE permission from AndroidManifest.xml simplifying logic around CloudMoolah Register and Login by removing automatic SystemInfo.deviceUniqueIdentifier calls. Developers may now choose to include this permission using this API to collect a user identifer, or provide an alternate long-lived user identifier, in a CloudMoolah supporting game for the Register and Login API password parameter.
+
+## [1.9.1] - 2016-11-17
+### Added
+- [Beta] Codeless IAP — UI fields show title, price, and description downloaded from the platform store
+- IAP Catalog now includes a store ID field for the CloudMoolah store
+
+### Fixed
+- IAPButton component now updates product ID list as the IAP Catalog is being edited
+- Fixed a problem with opening a project containing the Unity IAP plugin while IAP was disabled in the Services window
+- IAPButton inspector field for Product ID now works correctly with Undo
+- Set GooglePlay as default Android store AAR fileset. Excludes other store's assets (Java, resource XML, localization), saving ~196kb in default APK. Creates Assets/Plugins/UnityPurchasing/Resources/BillingMode.json in Project. Configure manually with Window > Unity IAP > Android menu, or UnityPurchasingEditor.TargetAndroidStore(AndroidStore).
+- CloudMoolah - update Window > Unity IAP > Android menu checkmarks when CloudMoolah selected
+
+## [1.9.0] - 2016-10-31
+### Added
+- CloudMoolah support. CloudMoolah website [here](http://www.cloudmoolah.com). Preliminary store guide available [here](https://docs.google.com/document/d/1T9CEZe6eNCwgWkq7lLwrEw7rpSbu3_EjcUVgJJL6xA0/edit). Preliminary configuration document available [here](https://docs.google.com/document/d/1dpc3zqsyROeFUVBy9W9pc0sskCPyfhcRnsGxtyITmyQ/edit).
+- [Beta] Codeless IAP tools. Implement IAP by adding IAP Buttons to your project (Window > Unity IAP > Create IAP Button) and configure your catalog of IAP products without writing a line of code (Window > Unity IAP > IAP Catalog). Preliminary documentation is available [here](https://docs.google.com/document/d/1597oxEI1UkZ1164j1lR7s-2YIrJyidbrfNwTfSI1Ksc/edit).
+- [Beta] Google Play - Support for Daydream VR. Requires Unity 5.4+ "GVR" Technical Preview, enabling VR, and including the Daydream SDK. Additional details [here](https://unity3d.com/partners/google/daydream).
+- Samsung Galaxy Store - Added support for receiving auto-recurring subscriptions
+- Highlights chosen Android store in menu Window > Unity IAP > Android
+
+### Fixed
+- Remove the menu item to select Android store at runtime
+- Fix an exception that occurred when parsing prices while culture was set to use commas as a decimal separator
+
+## [1.8.3] - 2016-10-13
+### Fixed
+- iOS crash when calling PurchasingManager.ConfirmPendingPurchase with a product that does not have a transaction ID
+- Ensure tvOS build uses correct stub DLL
+- Support transaction receipt logging for all store platforms. Requires corresponding Unity Engine: currently unreleased Unity 5.3/5.4 patch, or Unity 5.5.0b7+.
+
+## [1.8.2] - 2016-09-23
+### Fixed
+- Tizen Store - Product list not delivered to new app or new user
+
+## [1.8.1] - 2016-08-30
+### Fixed
+- Windows Store - Windows App Compatibility Kit Supported API failure with exposure of Tizen API.
+- Tizen Store - Added sample products and GroupId to `IAPDemo.cs`
+
+## [1.8.0] - 2016-08-23
+### Added
+- Tizen Store support. Preliminary documentation is available [here](https://docs.google.com/document/d/1A2TidgeV4lY16IcjdU7lX4EIvx6NNfONaph12iT8KyY).
+
+### Fixed
+- Google Play - Promo code redemptions not being detected whilst the App is running.
+- Google Play - Guard against spurious SecurityException (additional details [here](https://github.com/googlesamples/android-play-billing/issues/26).)
+
+## [1.7.0] - 2016-08-07
+### Added
+- Samsung Galaxy store support. Preliminary documentation is available [here](https://docs.google.com/document/d/1kUq-AHKyJftUA68xr44mrp7gs_MNxNiQ693s0b7qDdM).
+- Google Play - failed purchases - the [Google Play server response code](https://developer.android.com/google/play/billing/billing_reference.html#billing-codes) is now supplied as the [PurchaseFailedEventArgs.message](https://docs.unity3d.com/ScriptReference/Purchasing.PurchaseFailedEventArgs-message.html) property for failed purchases.
+- Android - it is now possible to choose the store implementation to use at runtime.
+    - Make a build containing all store implementations by choosing Window > Unity IAP > Android > "Select store at runtime"
+
+```csharp
+// Pass the desired store to the module, e.g. Amazon Apps.
+var module = StandardPurchasingModule.Instance(AndroidStore.AmazonAppStore);
+```
+
+### Fixed
+- Google Play - PurchaseFailureReason.ItemUnavailable and PurchaseFailureReason.BillingUnavailable being reported as 'Unknown' errors.
+
+## [1.6.1] - 2016-07-18
+### Fixed
+- Google Play - fixed non fatal 'IllegalArgumentException: Receiver not registered' warning appearing in crashlogs.
+
+## [1.6.0] - 2016-7-7
+### Added
+- Support for redeeming [Google Play promo codes](https://developer.android.com/google/play/billing/billing_promotions.html) for IAPs.
+- IAndroidStoreSelection extended configuration for accessing the currently selected Android store.
+
+```csharp
+var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
+Debug.Log(builder.Configure<IAndroidStoreSelection>().androidStore);
+```
+
+### Fixed
+- Apple Stores - ProcessPurchase not being called on initialize for existing transactions if another storekit transaction observer is added elsewhere in the App. This addresses a number of issues when using third party SDKs, including Facebook's.
+- Google Play - sandbox purchases. In Google's sandbox Unity IAP now uses Google's purchase token instead of Order ID to represent transaction IDs.
+- iOS not initializing when IAP purchase restrictions are active. IAP will now initialise if restrictions are active, enabling browsing of IAP metadata, although purchases will fail until restrictions are disabled.
+- Instantiating multiple ConfigurationBuilders causing purchasing to break on Google Play & iOS.
+
+## [1.5.0] - 2016-5-10
+### Added
+- Amazon stores - Added NotifyUnableToFulfillUnavailableProduct(string transactionID) to IAmazonExtensions.
+
+You should use this method if your App cannot fulfill an Amazon purchase and you need to call [notifyFulfillment](https://developer.amazon.com/public/apis/earn/in-app-purchasing/docs-v2/implementing-iap-2.0) method with a FulfillmentResult of UNAVAILABLE.
+
+### Fixed
+- Google Play - purchase failure event not firing if the Google Play purchase dialog was destroyed when backgrounding and relaunching the App.
+
+### Changed
+- Updated to V2.0.61 of Amazon's IAP API.
+- Apple stores, Google Play - removed logging of products details on startup.
+
+## [1.4.1] - 2016-4-12
+### Fixed
+- Amazon stores - "App failed to call Purchasing Fullfillment" error caused by Unity IAP misuse of Amazon's notifyFulfillment mechanism.
+
+### Added
+- Editor API call for toggling between Android billing platforms in build scripts; UnityPurchasingEditor.TargetAndroidStore(AndroidStore). See below for usage.
+
+```csharp
+using UnityEngine;
+using UnityEngine.Purchasing;
+using UnityEditor;
+
+// A sample Editor script.
+public class MyEditorScript {
+	void AnEditorMethod() {
+		// Set the store to Google Play.
+		UnityPurchasingEditor.TargetAndroidStore(AndroidStore.GooglePlay);
+	}
+}
+```
+
+## [1.4.0] - 2016-4-5
+### Added
+- Amazon Apps & Amazon underground support. Preliminary documentation is available [here](https://docs.google.com/document/d/1QxHRo7DdjwNIUAm0Gb4J3EW3k1vODJ8dGdZZfJwetYk/edit?ts=56f97483).
+
+## [1.3.2] - 2016-4-4
+### Fixed
+- Apple stores; AppleReceiptValidator not parsing AppleInAppPurchaseReceipt subscriptionExpirationDate and cancellationDate fields.
+
+## [1.3.1] - 2016-3-10
+### Changed
+- Google Play - Google's auto generated IInAppBillingService types have been moved to a separate Android archive; GoogleAIDL. If other plugins define IInAppBillingService, generating duplicate class errors when building for Android, you can delete this AAR to resolve them.
+
+## [1.3.0] - 2016-3-3
+### Added
+- Receipt validation & parsing library for Google Play and Apple stores. Preliminary documentation can be found [here](https://docs.google.com/document/d/1dJzeoGPeUIUetvFCulsvRz1TwRNOcJzwTDVf23gk8Rg/edit#)
+
+## [1.2.4] - 2016-2-26
+### Fixed
+- Demo scene error when running on IL2CPP.
+- Fixed Use of app_name in Google Play Android manifest causing build errors when exported to Android studio.
+
+## [1.2.3] - 2016-2-11
+### Added
+- iOS, Mac & Google Play - support for fetching products incrementally with the IStoreController.FetchAdditionalProducts() method that is new to Unity 5.4. Note you will need to be running Unity 5.4 to use this functionality.
+
+## [1.2.2] - 2016-2-9
+### Fixed
+- Setting IMicrosoftConfiguration.useMockBillingSystem not correctly toggling the local Microsoft IAP simulator.
+- Deprecated WinRT.Name and WindowsPhone8.Name; WindowsStore.Name should be used instead for Universal Windows Platform 8.1/10 builds.
+- Unnecessary icons and string resources removed from Android archives.
+
+## [1.2.1] - 2016-1-26
+### Fixed
+- IAP Demo scene not registering its deferred purchase listener.
+
+## [1.2.0] - 2016-1-15
+### Added
+- tvOS Support. tvOS behaves identically to the iOS and Mac App Stores and shares IAPs with iOS; any IAPs defined for an iOS App will also work when the app is deployed on tvOS.
+- Apple Platforms - a method to check whether payment restrictions are in place; [SKPaymentQueue canMakePayments].
+
+```csharp
+var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
+// Detect if IAPs are enabled in device settings on Apple platforms (iOS, Mac App Store & tvOS).
+// On all other platforms this will always return 'true'.
+bool canMakePayments = builder.Configure<IAppleConfiguration> ().canMakePayments;
+```
+
+### Changed
+- Price of fake Editor IAPs from $123.45 to $0.01.
+
+## [1.1.1] - 2016-1-7
+### Fixed
+- iOS & Mac App Store - Clean up global namespace avoiding symbol conflicts (e.g `Log`)
+- Google Play - Activity lingering on the stack when attempting to purchase an already owned non-consumable (Application appeared frozen until back was pressed).
+- 'New Game Object' being created by IAP; now hidden in hierarchy and inspector views.
+
+## [1.1.0] - 2015-12-4
+### Fixed
+- Mac App Store - Base64 receipt payload containing newlines.
+- Hiding of internal store implementation classes not necessary for public use.
+
+### Added
+- IAppleConfiguration featuring an 'appReceipt' string property for reading the App Receipt from the device, if any;
+
+```csharp
+var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
+// On iOS & Mac App Store, receipt will be a Base64 encoded App Receipt, or null
+// if no receipt is present on the device.
+// On other platforms, receipt will be a dummy placeholder string.
+string receipt = builder.Configure<IAppleConfiguration> ().appReceipt;
+```
+
+## [1.0.2] - 2015-11-6
+### Added
+- Demo scene uses new GUI (UnityEngine.UI).
+- Fake IAP confirmation dialog when running in the Editor to allow you to test failed purchases and initialization failures.
+
+## [1.0.1] - 2015-10-21
+### Fixed
+- Google Play: Application IStoreListener methods executing on non scripting thread.
+- Apple Stores: NullReferenceException when a user owns a product that was not requested by the Application during initialization.
+- Tizen, WebGL, Samsung TV: compilation errors when building a project that uses Unity IAP.
+
+## [1.0.0] - 2015-10-01
+### Added
+- Google Play
+- Apple App Store
+- Mac App Store
+- Windows Store (Universal)

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Assets/Plugins/UnityPurchasing/Editor/IAPButtonEditor.cs

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+#if UNITY_PURCHASING
+using UnityEditor;
+using UnityEngine;
+using System.IO;
+using System.Collections.Generic;
+
+namespace UnityEngine.Purchasing
+{
+	public static class IAPButtonMenu
+	{
+		[MenuItem ("Window/Unity IAP/Create IAP Button", false, 5)]
+		public static void CreateUnityIAPButton()
+		{
+			// Create Button
+			EditorApplication.ExecuteMenuItem("GameObject/UI/Button");
+
+			// Get GameObject of Button
+			GameObject gO = Selection.activeGameObject;
+
+			// Add IAP Button component to GameObject
+			IAPButton iapButton = null;
+			if (gO) {
+				iapButton = gO.AddComponent<IAPButton>();
+			}
+
+			if (iapButton != null) {
+				UnityEditorInternal.ComponentUtility.MoveComponentUp(iapButton);
+				UnityEditorInternal.ComponentUtility.MoveComponentUp(iapButton);
+				UnityEditorInternal.ComponentUtility.MoveComponentUp(iapButton);
+			}
+		}
+	}
+
+
+	[CustomEditor(typeof(IAPButton))]
+	[CanEditMultipleObjects]
+	public class IAPButtonEditor : Editor 
+	{
+		private static readonly string[] excludedFields = new string[] { "m_Script" };
+		private static readonly string[] restoreButtonExcludedFields = new string[] { "m_Script", "consumePurchase", "onPurchaseComplete", "onPurchaseFailed", "titleText", "descriptionText", "priceText" };
+		private const string kNoProduct = "<None>";
+
+		private List<string> m_ValidIDs = new List<string>();
+		private SerializedProperty m_ProductIDProperty;
+
+		public void OnEnable()
+		{
+			m_ProductIDProperty = serializedObject.FindProperty("productId");
+		}
+
+		public override void OnInspectorGUI()
+		{
+			IAPButton button = (IAPButton)target;
+
+			serializedObject.Update();
+
+			if (button.buttonType == IAPButton.ButtonType.Purchase) {
+				EditorGUILayout.LabelField(new GUIContent("Product ID:", "Select a product from the IAP catalog"));
+
+				var catalog = ProductCatalog.LoadDefaultCatalog();
+
+				m_ValidIDs.Clear();
+				m_ValidIDs.Add(kNoProduct);
+				foreach (var product in catalog.allProducts) {
+					m_ValidIDs.Add(product.id);
+				}
+
+				int currentIndex = string.IsNullOrEmpty(button.productId) ? 0 : m_ValidIDs.IndexOf(button.productId);
+				int newIndex = EditorGUILayout.Popup(currentIndex, m_ValidIDs.ToArray());
+				if (newIndex > 0 && newIndex < m_ValidIDs.Count) {
+					m_ProductIDProperty.stringValue = m_ValidIDs[newIndex];
+				} else {
+					m_ProductIDProperty.stringValue = string.Empty;
+				}
+
+				if (GUILayout.Button("IAP Catalog...")) {
+					ProductCatalogEditor.ShowWindow();
+				}
+			}
+			
+			DrawPropertiesExcluding(serializedObject, button.buttonType == IAPButton.ButtonType.Restore ? restoreButtonExcludedFields : excludedFields);
+
+			serializedObject.ApplyModifiedProperties();
+		}
+	}
+}
+#endif

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+#if UNITY_ANDROID || UNITY_IPHONE || UNITY_STANDALONE_OSX || UNITY_TVOS
+// WARNING: Do not modify! Generated file.
+
+namespace UnityEngine.Purchasing.Security {
+    public class {NAME}Tangle
+    {
+        private static byte[] data = System.Convert.FromBase64String("{DATA}");
+        private static int[] order = new int[] { {ORDER} };
+        private static int key = {KEY};
+
+        public static byte[] Data() {
+            return Obfuscator.DeObfuscate(data, order, key);
+        }
+    }
+}
+#endif

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Assets/Plugins/UnityPurchasing/scenes/IAP Demo.unity.meta

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Assets/Plugins/UnityPurchasing/script/ComboBox.cs

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Assets/Plugins/UnityPurchasing/script/ComboBox.cs.meta

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+ 25 - 0
Assets/Plugins/UnityPurchasing/script/Demo/DemoInventory.cs

@@ -0,0 +1,25 @@
+using UnityEngine;
+
+namespace UnityEngine.Purchasing
+{
+	[AddComponentMenu("")]
+	public class DemoInventory : MonoBehaviour
+	{
+		public void Fulfill (string productId)
+		{
+			switch (productId) {
+			case "100.gold.coins":
+				Debug.Log ("You Got Money!");
+				break;
+			default:
+				Debug.Log (
+					string.Format (
+						"Unrecognized productId \"{0}\"",
+						productId
+					)
+				);
+				break;
+			}
+		}
+	}
+}

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+ 284 - 0
Assets/Plugins/UnityPurchasing/script/IAPButton.cs

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+#if UNITY_PURCHASING
+using UnityEngine.Events;
+using UnityEngine.UI;
+using System.IO;
+using System.Collections.Generic;
+
+namespace UnityEngine.Purchasing
+{
+	[RequireComponent (typeof (Button))]
+	[AddComponentMenu("Unity IAP/IAP Button")]
+	[HelpURL("https://docs.unity3d.com/Manual/UnityIAP.html")]
+	public class IAPButton : MonoBehaviour
+	{
+		public enum ButtonType
+		{
+			Purchase,
+			Restore
+		}
+
+		[System.Serializable]
+		public class OnPurchaseCompletedEvent : UnityEvent<Product> {};
+
+		[System.Serializable]
+		public class OnPurchaseFailedEvent : UnityEvent<Product, PurchaseFailureReason> {};
+
+		[HideInInspector]
+		public string productId;
+
+		[Tooltip("The type of this button, can be either a purchase or a restore button")]
+		public ButtonType buttonType = ButtonType.Purchase;
+
+		[Tooltip("Consume the product immediately after a successful purchase")]
+		public bool consumePurchase = true;
+
+		[Tooltip("Event fired after a successful purchase of this product")]
+		public OnPurchaseCompletedEvent onPurchaseComplete;
+
+		[Tooltip("Event fired after a failed purchase of this product")]
+		public OnPurchaseFailedEvent onPurchaseFailed;
+
+		[Tooltip("[Optional] Displays the localized title from the app store")]
+		public Text titleText;
+
+		[Tooltip("[Optional] Displays the localized description from the app store")]
+		public Text descriptionText;
+
+		[Tooltip("[Optional] Displays the localized price from the app store")]
+		public Text priceText;
+
+		void Start ()
+		{
+			Button button = GetComponent<Button>();
+
+			if (buttonType == ButtonType.Purchase) {
+				if (button) {
+					button.onClick.AddListener(PurchaseProduct);
+				}
+
+				if (string.IsNullOrEmpty(productId)) {
+					Debug.LogError("IAPButton productId is empty");
+				}
+
+				if (!IAPButtonStoreManager.Instance.HasProductInCatalog(productId)) {
+					Debug.LogWarning("The product catalog has no product with the ID \"" + productId + "\"");
+				}
+			} else if (buttonType == ButtonType.Restore) {
+				if (button) {
+					button.onClick.AddListener(Restore);
+				}
+			}
+		}
+
+		void OnEnable()
+		{
+			if (buttonType == ButtonType.Purchase) {
+				IAPButtonStoreManager.Instance.AddButton(this);
+				UpdateText();
+			}
+		}
+
+		void OnDisable()
+		{
+			if (buttonType == ButtonType.Purchase) {
+				IAPButtonStoreManager.Instance.RemoveButton(this);
+			}
+		}
+
+		void PurchaseProduct()
+		{
+			if (buttonType == ButtonType.Purchase) {
+				Debug.Log("IAPButton.PurchaseProduct() with product ID: " + productId);
+
+				IAPButtonStoreManager.Instance.InitiatePurchase(productId);
+			}
+		}
+
+		void Restore()
+		{
+			if (buttonType == ButtonType.Restore) {
+				if (Application.platform == RuntimePlatform.WSAPlayerX86 || Application.platform == RuntimePlatform.WSAPlayerX64 || Application.platform == RuntimePlatform.WSAPlayerARM) {
+					IAPButtonStoreManager.Instance.ExtensionProvider.GetExtension<IMicrosoftExtensions>().RestoreTransactions();
+				} else if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.tvOS) {
+					IAPButtonStoreManager.Instance.ExtensionProvider.GetExtension<IAppleExtensions>().RestoreTransactions(OnTransactionsRestored);
+				} else if (Application.platform == RuntimePlatform.Android && StandardPurchasingModule.Instance().androidStore == AndroidStore.SamsungApps) {
+					IAPButtonStoreManager.Instance.ExtensionProvider.GetExtension<ISamsungAppsExtensions>().RestoreTransactions(OnTransactionsRestored); 
+				} else if (Application.platform == RuntimePlatform.Android && StandardPurchasingModule.Instance().androidStore == AndroidStore.CloudMoolah) {
+					IAPButtonStoreManager.Instance.ExtensionProvider.GetExtension<IMoolahExtension>().RestoreTransactionID((restoreTransactionIDState) => { 
+						OnTransactionsRestored(restoreTransactionIDState != RestoreTransactionIDState.RestoreFailed && restoreTransactionIDState != RestoreTransactionIDState.NotKnown);
+					});
+				} else {
+					Debug.LogWarning(Application.platform.ToString() + " is not a supported platform for the Codeless IAP restore button");
+				}
+			}
+		}
+
+		void OnTransactionsRestored(bool success)
+		{
+			Debug.Log("Transactions restored: " + success);
+		}
+
+		/**
+		 *  Invoked to process a purchase of the product associated with this button
+		 */
+		public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e)
+		{
+			Debug.Log(string.Format("IAPButton.ProcessPurchase(PurchaseEventArgs {0} - {1})", e, e.purchasedProduct.definition.id));
+
+			onPurchaseComplete.Invoke(e.purchasedProduct);
+
+			return (consumePurchase) ? PurchaseProcessingResult.Complete : PurchaseProcessingResult.Pending;
+		}
+
+		/**
+		 *  Invoked on a failed purchase of the product associated with this button
+		 */
+		public void OnPurchaseFailed (Product product, PurchaseFailureReason reason)
+		{
+			Debug.Log(string.Format("IAPButton.OnPurchaseFailed(Product {0}, PurchaseFailureReason {1})", product, reason));
+
+			onPurchaseFailed.Invoke(product, reason);
+		}
+
+		private void UpdateText()
+		{
+			var product = IAPButtonStoreManager.Instance.GetProduct(productId);
+			if (product != null) {
+				if (titleText != null) {
+					titleText.text = product.metadata.localizedTitle;
+				}
+
+				if (descriptionText != null) {
+					descriptionText.text = product.metadata.localizedDescription;
+				}
+
+				if (priceText != null) {
+					priceText.text = product.metadata.localizedPriceString;
+				}
+			}
+		}
+
+		public class IAPButtonStoreManager : IStoreListener
+		{
+			private static IAPButtonStoreManager instance = new IAPButtonStoreManager();
+			private ProductCatalog catalog;
+			private List<IAPButton> activeButtons = new List<IAPButton>();
+			
+			protected IStoreController controller;
+			protected IExtensionProvider extensions;
+
+			private IAPButtonStoreManager()
+			{
+				catalog = ProductCatalog.LoadDefaultCatalog();
+
+				StandardPurchasingModule module = StandardPurchasingModule.Instance();
+				module.useFakeStoreUIMode = FakeStoreUIMode.StandardUser;
+
+				ConfigurationBuilder builder = ConfigurationBuilder.Instance(module);
+				foreach (var product in catalog.allProducts) {
+					if (product.allStoreIDs.Count > 0) {
+						var ids = new IDs();
+						foreach (var storeID in product.allStoreIDs) {
+							ids.Add(storeID.id, storeID.store);
+						}
+						builder.AddProduct(product.id, product.type, ids);
+					} else {
+						builder.AddProduct(product.id, product.type);
+					}
+				}
+				UnityPurchasing.Initialize (this, builder);
+			}
+
+			public static IAPButtonStoreManager Instance {
+				get {
+					return instance;
+				}
+			}
+
+			public IStoreController StoreController {
+				get {
+					return controller;
+				}
+			}
+
+			public IExtensionProvider ExtensionProvider {
+				get {
+					return extensions;
+				}
+			}
+
+			public bool HasProductInCatalog(string productID)
+			{
+				foreach (var product in catalog.allProducts) {
+					if (product.id == productID) {
+						return true;
+					}
+				}
+				return false;
+			}
+
+			public Product GetProduct(string productID)
+			{
+				if (controller != null) {
+					return controller.products.WithID(productID);
+				}
+				return null;
+			}
+
+			public void AddButton(IAPButton button)
+			{
+				activeButtons.Add(button);
+			}
+
+			public void RemoveButton(IAPButton button)
+			{
+				activeButtons.Remove(button);
+			}
+
+			public void InitiatePurchase(string productID)
+			{
+				if (controller == null) {
+					Debug.LogError("Purchase failed because Purchasing was not initialized correctly");
+					return;
+				}
+
+				controller.InitiatePurchase(productID);
+			}
+
+			public void OnInitialized (IStoreController controller, IExtensionProvider extensions)
+			{
+				this.controller = controller;
+				this.extensions = extensions;
+
+				foreach (var button in activeButtons) {
+					button.UpdateText();
+				}
+			}
+
+			public void OnInitializeFailed (InitializationFailureReason error)
+			{
+				Debug.LogError(string.Format("Purchasing failed to initialize. Reason: {0}", error.ToString()));
+			}
+
+			public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e)
+			{
+				foreach (var button in activeButtons) {
+					if (button.productId == e.purchasedProduct.definition.id) {
+						return button.ProcessPurchase(e);
+					}
+				}
+				return PurchaseProcessingResult.Complete; // TODO: Maybe this shouldn't return complete
+			}
+
+			public void OnPurchaseFailed (Product product, PurchaseFailureReason reason)
+			{ 
+				foreach (var button in activeButtons) {
+					if (button.productId == product.definition.id) {
+						button.OnPurchaseFailed(product, reason);
+					}
+				} 
+			}
+		}
+	}
+}
+#endif

+ 12 - 0
Assets/Plugins/UnityPurchasing/script/IAPButton.cs.meta

@@ -0,0 +1,12 @@
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+licenseType: Free
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {fileID: 2800000, guid: 55e457740fe60405dac77af143e1a867, type: 3}
+  userData: 
+  assetBundleName: 
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+ 622 - 0
Assets/Plugins/UnityPurchasing/script/IAPDemo.cs

@@ -0,0 +1,622 @@
+#if UNITY_ANDROID || UNITY_IPHONE || UNITY_STANDALONE_OSX || UNITY_TVOS
+// You must obfuscate your secrets using Window > Unity IAP > Receipt Validation Obfuscator
+// before receipt validation will compile in this sample.
+// #define RECEIPT_VALIDATION
+#endif
+
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.Purchasing;
+using UnityEngine.UI;
+#if RECEIPT_VALIDATION
+using UnityEngine.Purchasing.Security;
+#endif
+
+/// <summary>
+/// An example of basic Unity IAP functionality.
+/// To use with your account, configure the product ids (AddProduct)
+/// and Google Play key (SetPublicKey).
+/// </summary>
+[AddComponentMenu("Unity IAP/Demo")]
+public class IAPDemo : MonoBehaviour, IStoreListener
+{
+	// Unity IAP objects 
+	private IStoreController m_Controller;
+	private IAppleExtensions m_AppleExtensions;
+	private IMoolahExtension m_MoolahExtensions;
+	private ISamsungAppsExtensions m_SamsungExtensions;
+	private IMicrosoftExtensions m_MicrosoftExtensions;
+
+	#pragma warning disable 0414
+	private bool m_IsGooglePlayStoreSelected;
+	#pragma warning restore 0414
+	private bool m_IsSamsungAppsStoreSelected;
+	private bool m_IsCloudMoolahStoreSelected; 
+
+	private string m_LastTransationID;
+	private string m_LastReceipt;
+	private string m_CloudMoolahUserName;
+	private bool m_IsLoggedIn = false;
+
+	private int m_SelectedItemIndex = -1; // -1 == no product
+	private bool m_PurchaseInProgress;
+	private Selectable m_InteractableSelectable; // Optimization used for UI state management
+
+	#if RECEIPT_VALIDATION
+	private CrossPlatformValidator validator;
+	#endif
+
+	/// <summary>
+	/// This will be called when Unity IAP has finished initialising.
+	/// </summary>
+	public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
+	{
+		m_Controller = controller;
+		m_AppleExtensions = extensions.GetExtension<IAppleExtensions> ();
+		m_SamsungExtensions = extensions.GetExtension<ISamsungAppsExtensions> ();
+		m_MoolahExtensions = extensions.GetExtension<IMoolahExtension> ();
+		m_MicrosoftExtensions = extensions.GetExtension<IMicrosoftExtensions> ();
+
+		InitUI(controller.products.all);
+
+		// On Apple platforms we need to handle deferred purchases caused by Apple's Ask to Buy feature.
+		// On non-Apple platforms this will have no effect; OnDeferred will never be called.
+		m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
+
+		Debug.Log("Available items:");
+		foreach (var item in controller.products.all)
+		{
+			if (item.availableToPurchase)
+			{
+				Debug.Log(string.Join(" - ",
+					new[]
+					{
+						item.metadata.localizedTitle,
+						item.metadata.localizedDescription,
+						item.metadata.isoCurrencyCode,
+						item.metadata.localizedPrice.ToString(),
+						item.metadata.localizedPriceString,
+						item.transactionID,
+						item.receipt
+					}));
+			}
+		}
+
+		// Prepare model for purchasing
+		if (m_Controller.products.all.Length > 0) 
+		{
+			m_SelectedItemIndex = 0;
+		}
+
+		// Populate the product menu now that we have Products
+		for (int t = 0; t < m_Controller.products.all.Length; t++)
+		{
+			var item = m_Controller.products.all[t];
+			var description = string.Format("{0} | {1} => {2}", item.metadata.localizedTitle, item.metadata.localizedPriceString, item.metadata.localizedPrice);
+
+			// NOTE: my options list is created in InitUI
+			GetDropdown().options[t] = new Dropdown.OptionData(description);
+		}
+
+		// Ensure I render the selected list element
+		GetDropdown().RefreshShownValue();
+
+		// Now that I have real products, begin showing product purchase history
+		UpdateHistoryUI();
+
+		LogProductDefinitions();
+	}
+
+	/// <summary>
+	/// This will be called when a purchase completes.
+	/// </summary>
+	public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
+	{
+		Debug.Log("Purchase OK: " + e.purchasedProduct.definition.id);
+		Debug.Log("Receipt: " + e.purchasedProduct.receipt);
+
+		m_LastTransationID = e.purchasedProduct.transactionID;
+		m_LastReceipt = e.purchasedProduct.receipt;
+		m_PurchaseInProgress = false;
+
+		// Now that my purchase history has changed, update its UI
+		UpdateHistoryUI();
+
+		#if RECEIPT_VALIDATION
+		// Local validation is available for GooglePlay and Apple stores
+		if (m_IsGooglePlayStoreSelected ||
+			Application.platform == RuntimePlatform.IPhonePlayer ||
+			Application.platform == RuntimePlatform.OSXPlayer ||
+			Application.platform == RuntimePlatform.tvOS) {
+			try {
+				var result = validator.Validate(e.purchasedProduct.receipt);
+				Debug.Log("Receipt is valid. Contents:");
+				foreach (IPurchaseReceipt productReceipt in result) {
+					Debug.Log(productReceipt.productID);
+					Debug.Log(productReceipt.purchaseDate);
+					Debug.Log(productReceipt.transactionID);
+
+					GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
+					if (null != google) {
+						Debug.Log(google.purchaseState);
+						Debug.Log(google.purchaseToken);
+					}
+
+					AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
+					if (null != apple) {
+						Debug.Log(apple.originalTransactionIdentifier);
+						Debug.Log(apple.subscriptionExpirationDate);
+						Debug.Log(apple.cancellationDate);
+						Debug.Log(apple.quantity);
+					}
+				}
+			} catch (IAPSecurityException) {
+				Debug.Log("Invalid receipt, not unlocking content");
+				return PurchaseProcessingResult.Complete;
+			}
+		}
+		#endif
+
+		// CloudMoolah purchase completion / finishing currently requires using the API 
+		// extension IMoolahExtension.RequestPayout to finish a transaction.
+		if (m_IsCloudMoolahStoreSelected)
+		{
+			// Finish transaction with CloudMoolah server
+			m_MoolahExtensions.RequestPayOut(e.purchasedProduct.transactionID, 
+				(string transactionID, RequestPayOutState state, string message) => {
+					if (state == RequestPayOutState.RequestPayOutSucceed) {
+						// Finally, finish transaction with Unity IAP's local
+						// transaction log, recording the transaction id there
+						m_Controller.ConfirmPendingPurchase(e.purchasedProduct);
+
+						// Unlock content here.
+					} else {
+						Debug.Log("RequestPayOut: failed. transactionID: " + transactionID + 
+							", state: " + state + ", message: " + message);
+						// Finishing failed. Retry later.
+					}
+			});
+		}
+
+		// You should unlock the content here.
+
+		// Indicate if we have handled this purchase. 
+		//   PurchaseProcessingResult.Complete: ProcessPurchase will not be called
+		//     with this product again, until next purchase.
+		//   PurchaseProcessingResult.Pending: ProcessPurchase will be called 
+		//     again with this product at next app launch. Later, call 
+		//     m_Controller.ConfirmPendingPurchase(Product) to complete handling
+		//     this purchase. Use to transactionally save purchases to a cloud
+		//     game service. 
+		return PurchaseProcessingResult.Complete;
+	}
+
+	/// <summary>
+	/// This will be called is an attempted purchase fails.
+	/// </summary>
+	public void OnPurchaseFailed(Product item, PurchaseFailureReason r)
+	{
+		Debug.Log("Purchase failed: " + item.definition.id);
+		Debug.Log(r);
+
+		m_PurchaseInProgress = false;
+	}
+
+	public void OnInitializeFailed(InitializationFailureReason error)
+	{
+		Debug.Log("Billing failed to initialize!");
+		switch (error)
+		{
+			case InitializationFailureReason.AppNotKnown:
+				Debug.LogError("Is your App correctly uploaded on the relevant publisher console?");
+				break;
+			case InitializationFailureReason.PurchasingUnavailable:
+				// Ask the user if billing is disabled in device settings.
+				Debug.Log("Billing disabled!");
+				break;
+			case InitializationFailureReason.NoProductsAvailable:
+				// Developer configuration error; check product metadata.
+				Debug.Log("No products available for purchase!");
+				break;
+		}
+	}
+
+	public void Awake()
+	{
+		var module = StandardPurchasingModule.Instance();
+
+		// The FakeStore supports: no-ui (always succeeding), basic ui (purchase pass/fail), and 
+		// developer ui (initialization, purchase, failure code setting). These correspond to 
+		// the FakeStoreUIMode Enum values passed into StandardPurchasingModule.useFakeStoreUIMode.
+		module.useFakeStoreUIMode = FakeStoreUIMode.StandardUser;
+
+		var builder = ConfigurationBuilder.Instance(module);
+
+		// This enables the Microsoft IAP simulator for local testing.
+		// You would remove this before building your release package.
+		builder.Configure<IMicrosoftConfiguration>().useMockBillingSystem = true;
+		builder.Configure<IGooglePlayConfiguration>().SetPublicKey("MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA2O/9/H7jYjOsLFT/uSy3ZEk5KaNg1xx60RN7yWJaoQZ7qMeLy4hsVB3IpgMXgiYFiKELkBaUEkObiPDlCxcHnWVlhnzJBvTfeCPrYNVOOSJFZrXdotp5L0iS2NVHjnllM+HA1M0W2eSNjdYzdLmZl1bxTpXa4th+dVli9lZu7B7C2ly79i/hGTmvaClzPBNyX+Rtj7Bmo336zh2lYbRdpD5glozUq+10u91PMDPH+jqhx10eyZpiapr8dFqXl5diMiobknw9CgcjxqMTVBQHK6hS0qYKPmUDONquJn280fBs1PTeA6NMG03gb9FLESKFclcuEZtvM8ZwMMRxSLA9GwIDAQAB");
+		m_IsGooglePlayStoreSelected = Application.platform == RuntimePlatform.Android && module.androidStore == AndroidStore.GooglePlay;
+
+		// CloudMoolah Configuration setings 
+		// All games must set the configuration. the configuration need to apply on the CloudMoolah Portal.
+		// CloudMoolah APP Key
+		builder.Configure<IMoolahConfiguration>().appKey = "d93f4564c41d463ed3d3cd207594ee1b";
+		// CloudMoolah Hash Key
+		builder.Configure<IMoolahConfiguration>().hashKey = "cc";
+		// This enables the CloudMoolah test mode for local testing.
+		// You would remove this, or set to CloudMoolahMode.Production, before building your release package.
+		builder.Configure<IMoolahConfiguration>().SetMode(CloudMoolahMode.AlwaysSucceed);
+		// This records whether we are using Cloud Moolah IAP. 
+		// Cloud Moolah requires logging in to access your Digital Wallet, so: 
+		// A) IAPDemo (this) displays the Cloud Moolah GUI button for Cloud Moolah
+		m_IsCloudMoolahStoreSelected = Application.platform == RuntimePlatform.Android && module.androidStore == AndroidStore.CloudMoolah;
+
+		// Define our products.
+		// In this case our products have the same identifier across all the App stores,
+		// except on the Mac App store where product IDs cannot be reused across both Mac and
+		// iOS stores.
+		// So on the Mac App store our products have different identifiers,
+		// and we tell Unity IAP this by using the IDs class.
+		builder.AddProduct("100.gold.coins", ProductType.Consumable, new IDs
+		{
+			{"100.gold.coins.mac", MacAppStore.Name},
+			{"000000596586", TizenStore.Name},
+			{"com.ff", MoolahAppStore.Name},
+		});
+
+		builder.AddProduct("500.gold.coins", ProductType.Consumable, new IDs
+		{
+			{"500.gold.coins.mac", MacAppStore.Name},
+			{"000000596581", TizenStore.Name},
+			{"com.ee", MoolahAppStore.Name},
+		});
+
+		builder.AddProduct("sword", ProductType.NonConsumable, new IDs
+		{
+			{"sword.mac", MacAppStore.Name},
+			{"000000596583", TizenStore.Name},
+		});
+
+		builder.AddProduct("subscription", ProductType.Subscription, new IDs
+		{
+			{"subscription.mac", MacAppStore.Name}
+		});
+		
+		// Write Amazon's JSON description of our products to storage when using Amazon's local sandbox.
+		// This should be removed from a production build.
+		builder.Configure<IAmazonConfiguration>().WriteSandboxJSON(builder.products);
+
+		// This enables simulated purchase success for Samsung IAP.
+		// You would remove this, or set to SamsungAppsMode.Production, before building your release package.
+		builder.Configure<ISamsungAppsConfiguration>().SetMode(SamsungAppsMode.AlwaysSucceed);
+		// This records whether we are using Samsung IAP. Currently ISamsungAppsExtensions.RestoreTransactions
+		// displays a blocking Android Activity, so: 
+		// A) Unity IAP does not automatically restore purchases on Samsung Galaxy Apps
+		// B) IAPDemo (this) displays the "Restore" GUI button for Samsung Galaxy Apps
+		m_IsSamsungAppsStoreSelected = Application.platform == RuntimePlatform.Android && module.androidStore == AndroidStore.SamsungApps;
+
+
+		// This selects the GroupId that was created in the Tizen Store for this set of products
+		// An empty or non-matching GroupId here will result in no products available for purchase
+		builder.Configure<ITizenStoreConfiguration>().SetGroupId("100000085616");
+
+
+		#if RECEIPT_VALIDATION
+		string appIdentifier;
+		#if UNITY_5_6_OR_NEWER
+		appIdentifier = Application.identifier;
+		#else
+		appIdentifier = Application.bundleIdentifier;
+		#endif
+		validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(), appIdentifier);
+		#endif
+
+		// Now we're ready to initialize Unity IAP.
+		UnityPurchasing.Initialize(this, builder);
+	}
+
+	/// <summary>
+	/// This will be called after a call to IAppleExtensions.RestoreTransactions().
+	/// </summary>
+	private void OnTransactionsRestored(bool success)
+	{
+		Debug.Log("Transactions restored.");
+	}
+
+	/// <summary>
+	/// iOS Specific.
+	/// This is called as part of Apple's 'Ask to buy' functionality,
+	/// when a purchase is requested by a minor and referred to a parent
+	/// for approval.
+	/// 
+	/// When the purchase is approved or rejected, the normal purchase events
+	/// will fire.
+	/// </summary>
+	/// <param name="item">Item.</param>
+	private void OnDeferred(Product item)
+	{
+		Debug.Log("Purchase deferred: " + item.definition.id);
+	}
+
+	private void InitUI(IEnumerable<Product> items)
+	{
+		// Disable the UI while IAP is initializing
+		// See also UpdateInteractable()
+		m_InteractableSelectable = GetDropdown(); // References any one of the disabled components
+
+		// Show Restore button on supported platforms
+		if (! (Application.platform == RuntimePlatform.IPhonePlayer ||
+			   Application.platform == RuntimePlatform.OSXPlayer ||
+			   Application.platform == RuntimePlatform.tvOS || 
+			   Application.platform == RuntimePlatform.WSAPlayerX86 ||
+			   Application.platform == RuntimePlatform.WSAPlayerX64 ||
+			   Application.platform == RuntimePlatform.WSAPlayerARM ||
+			m_IsSamsungAppsStoreSelected  || m_IsCloudMoolahStoreSelected) )
+		{
+			GetRestoreButton().gameObject.SetActive(false);
+		}
+
+		// Show Register, Login, and Validate buttons on CloudMoolah platform
+		GetRegisterButton().gameObject.SetActive(m_IsCloudMoolahStoreSelected);
+		GetLoginButton().gameObject.SetActive(m_IsCloudMoolahStoreSelected);
+		GetValidateButton().gameObject.SetActive(m_IsCloudMoolahStoreSelected);
+
+		foreach (var item in items)
+		{
+			// Add initial pre-IAP-initialization content. Update later in OnInitialized.
+			var description = string.Format("{0} - {1}", item.definition.id, item.definition.type);
+
+			GetDropdown().options.Add(new Dropdown.OptionData(description));
+		}
+
+		// Ensure I render the selected list element
+		GetDropdown().RefreshShownValue();
+
+		GetDropdown().onValueChanged.AddListener((int selectedItem) => {
+			Debug.Log("OnClickDropdown item " + selectedItem);
+			m_SelectedItemIndex = selectedItem;
+		});
+
+		// Initialize my button event handling
+		GetBuyButton().onClick.AddListener(() => { 
+			if (m_PurchaseInProgress == true) {
+				Debug.Log("Please wait, purchasing ...");
+				return;
+			}
+
+			// For CloudMoolah, games utilizing a connected backend game server may wish to login.
+			// Standalone games may not need to login.
+			if (m_IsCloudMoolahStoreSelected && m_IsLoggedIn == false)
+			{
+				Debug.LogWarning("CloudMoolah purchase notifications will not be forwarded server-to-server. Login incomplete.");
+			}
+
+			// Don't need to draw our UI whilst a purchase is in progress.
+			// This is not a requirement for IAP Applications but makes the demo
+			// scene tidier whilst the fake purchase dialog is showing.
+			m_PurchaseInProgress = true;
+			m_Controller.InitiatePurchase(m_Controller.products.all[m_SelectedItemIndex], "aDemoDeveloperPayload"); 
+		});
+
+		if (GetRestoreButton() != null)
+		{
+			GetRestoreButton().onClick.AddListener(() => {
+				if (m_IsCloudMoolahStoreSelected)
+				{
+					if (m_IsLoggedIn == false)
+					{
+						Debug.LogError("CloudMoolah purchase restoration aborted. Login incomplete.");
+					}
+					else
+					{
+						// Restore abnornal transaction identifer, if Client don't receive transaction identifer.
+						m_MoolahExtensions.RestoreTransactionID((RestoreTransactionIDState restoreTransactionIDState) => {
+							Debug.Log("restoreTransactionIDState = " + restoreTransactionIDState.ToString());
+							bool success = 
+								restoreTransactionIDState != RestoreTransactionIDState.RestoreFailed &&
+								restoreTransactionIDState != RestoreTransactionIDState.NotKnown;
+                            OnTransactionsRestored(success);
+						});
+					}
+				}
+				else if (m_IsSamsungAppsStoreSelected)
+				{
+					m_SamsungExtensions.RestoreTransactions(OnTransactionsRestored);
+				}
+				else if (Application.platform == RuntimePlatform.WSAPlayerX86 ||
+						 Application.platform == RuntimePlatform.WSAPlayerX64 ||
+						 Application.platform == RuntimePlatform.WSAPlayerARM)
+				{
+					m_MicrosoftExtensions.RestoreTransactions();
+				}
+				else
+				{
+					m_AppleExtensions.RestoreTransactions(OnTransactionsRestored);
+				}
+			});
+		}
+
+		// CloudMoolah requires user registration and supports login to manage the user's
+		// digital wallet. The CM store also supports remote receipt validation.
+
+		// CloudMoolah user registration extension, to establish digital wallet
+		// This is a "fast" registration, requiring only a password. Users may provide 
+		// more detail including an email address during the purchase flow, a "slow" registration, if desired. 
+		if (GetRegisterButton() != null)
+		{
+			GetRegisterButton().onClick.AddListener (() => {
+				// Provide a unique password to establish the user's account.
+				// Typically, connected games (with backend game servers), may already
+				// have available a user-token, which could be supplied here.
+				m_MoolahExtensions.FastRegister("CMPassword", RegisterSucceeded, RegisterFailed);
+			});
+		}
+
+		// CloudMoolah user login extension, to access existing digital wallet
+		if (GetLoginButton() != null)
+		{
+			GetLoginButton().onClick.AddListener (() => {
+				m_MoolahExtensions.Login(m_CloudMoolahUserName, "CMPassword", LoginResult);
+			});
+		}
+
+		// CloudMoolah remote purchase receipt validation, to determine if the purchase is fraudulent 
+		// NOTE: Remote validation only available for CloudMoolah currently. For local validation, 
+		// see ProcessPurchase.
+		if (GetValidateButton() != null)
+		{
+			GetValidateButton ().onClick.AddListener (() => {
+				// Remotely validate the last transaction and receipt.
+				m_MoolahExtensions.ValidateReceipt(m_LastTransationID, m_LastReceipt, 
+					(string transactionID, ValidateReceiptState state, string message) => {
+						Debug.Log("ValidtateReceipt transactionID:" + transactionID 
+							+ ", state:" + state.ToString() + ", message:" + message);
+				});
+			});
+		}
+	}
+
+	public void LoginResult (LoginResultState state, string errorMsg)
+	{
+		if(state == LoginResultState.LoginSucceed)
+		{
+			m_IsLoggedIn = true;
+		}
+		else
+		{
+			m_IsLoggedIn = false;
+		}	
+		Debug.Log ("LoginResult: state: " + state.ToString () + " errorMsg: " + errorMsg);
+	}
+
+	public void RegisterSucceeded(string cmUserName)
+	{
+		Debug.Log ("RegisterSucceeded: cmUserName = " + cmUserName);
+		m_CloudMoolahUserName = cmUserName;
+	}
+
+	public void RegisterFailed (FastRegisterError error, string errorMessage)
+	{
+		Debug.Log ("RegisterFailed: error = " + error.ToString() + ", errorMessage = " + errorMessage);
+	}
+
+	public void UpdateHistoryUI()
+	{
+		if (m_Controller == null)
+		{
+			return;
+		}
+
+		var itemText = "Item\n\n";
+		var countText = "Purchased\n\n";
+
+		for (int t = 0; t < m_Controller.products.all.Length; t++)
+		{
+			var item = m_Controller.products.all [t];
+
+			// Collect history status report
+
+			itemText += "\n\n" + item.definition.id;
+			countText += "\n\n" + item.hasReceipt.ToString();
+		}
+
+		// Show history
+		GetText(false).text = itemText;
+		GetText(true).text = countText;
+	}
+
+	protected void UpdateInteractable()
+	{
+		if (m_InteractableSelectable == null)
+		{
+			return;
+		}
+
+		bool interactable = m_Controller != null;
+		if (interactable != m_InteractableSelectable.interactable)
+		{
+			if (GetRestoreButton() != null)
+			{
+				GetRestoreButton().interactable = interactable;
+			}
+			GetBuyButton().interactable = interactable;
+			GetDropdown().interactable = interactable;
+			GetRegisterButton().interactable = interactable;
+			GetLoginButton().interactable = interactable;
+		}
+	}
+
+	public void Update()
+	{
+		UpdateInteractable();
+	}
+
+	private Dropdown GetDropdown()
+	{
+		return GameObject.Find("Dropdown").GetComponent<Dropdown>();
+	}
+
+	private Button GetBuyButton()
+	{
+		return GameObject.Find("Buy").GetComponent<Button>();
+	}
+
+	/// <summary>
+	/// Gets the restore button when available
+	/// </summary>
+	/// <returns><c>null</c> or the restore button.</returns>
+	private Button GetRestoreButton()
+	{
+		return GetButton ("Restore");
+	}
+
+	private Button GetRegisterButton()
+	{
+		return GetButton ("Register");
+	}
+
+	private Button GetLoginButton()
+	{
+		return GetButton ("Login");
+	}
+
+	private Button GetValidateButton()
+	{
+		return GetButton ("Validate");
+	}
+
+	private  Button GetButton(string buttonName)
+	{
+		GameObject obj = GameObject.Find(buttonName);
+		if (obj != null)
+		{
+			return obj.GetComponent <Button>();
+		}
+		else
+		{
+			return null;
+		}
+	}
+
+	private Text GetText(bool right)
+	{
+		var which = right ? "TextR" : "TextL";
+		return GameObject.Find(which).GetComponent<Text>();
+	}
+
+	private void LogProductDefinitions()
+	{
+		var products = m_Controller.products.all;
+		foreach (var product in products) {
+#if UNITY_5_6_OR_NEWER
+			Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\nenabled: {3}\n", product.definition.id, product.definition.storeSpecificId, product.definition.type.ToString(), product.definition.enabled ? "enabled" : "disabled"));
+#else
+			Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\n", product.definition.id, product.definition.storeSpecificId, product.definition.type.ToString()));
+#endif
+		}
+	}
+}

+ 12 - 0
Assets/Plugins/UnityPurchasing/script/IAPDemo.cs.meta

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+ 3 - 0
Assets/Plugins/UnityPurchasing/script/PurchasingCheck.cs

@@ -0,0 +1,3 @@
+#if !UNITY_PURCHASING
+#warning "Unity IAP plugin is installed, but Unity IAP is not enabled. Please enable Unity IAP in the Services window."
+#endif

+ 12 - 0
Assets/Plugins/UnityPurchasing/script/PurchasingCheck.cs.meta

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+ 9 - 0
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binární
Assets/Plugins/UnityPurchasing/winrt/live/winrt.dll


+ 69 - 0
Assets/Plugins/UnityPurchasing/winrt/live/winrt.dll.meta

@@ -0,0 +1,69 @@
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+licenseType: Free
+PluginImporter:
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+  executionOrder: {}
+  isPreloaded: 0
+  platformData:
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+    Any:
+      enabled: 0
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+    Editor:
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+      settings:
+        CPU: AnyCPU
+        DefaultValueInitialized: true
+        OS: AnyOS
+    Linux:
+      enabled: 0
+      settings:
+        CPU: x86
+    Linux64:
+      enabled: 0
+      settings:
+        CPU: x86_64
+    OSXIntel:
+      enabled: 0
+      settings:
+        CPU: AnyCPU
+    OSXIntel64:
+      enabled: 0
+      settings:
+        CPU: AnyCPU
+    WP8:
+      enabled: 1
+      settings:
+        CPU: AnyCPU
+        DontProcess: False
+        PlaceholderPath: 
+    Win:
+      enabled: 0
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+        CPU: AnyCPU
+    Win64:
+      enabled: 0
+      settings:
+        CPU: AnyCPU
+    WindowsStoreApps:
+      enabled: 1
+      settings:
+        CPU: AnyCPU
+        DontProcess: False
+        PlaceholderPath: Assets/Plugins/UnityPurchasing/winrt/winrt.dll
+        SDK: AnySDK
+        ScriptingBackend: AnyScriptingBackend
+    iOS:
+      enabled: 0
+      settings:
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+  userData: 
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binární
Assets/Plugins/UnityPurchasing/winrt/winrt.dll


+ 96 - 0
Assets/Plugins/UnityPurchasing/winrt/winrt.dll.meta

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+      settings:
+        CPU: AnyCPU
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+        OS: AnyOS
+    Linux:
+      enabled: 1
+      settings:
+        CPU: x86
+    Linux64:
+      enabled: 1
+      settings:
+        CPU: x86_64
+    LinuxUniversal:
+      enabled: 1
+      settings: {}
+    OSXIntel:
+      enabled: 1
+      settings:
+        CPU: AnyCPU
+    OSXIntel64:
+      enabled: 1
+      settings:
+        CPU: AnyCPU
+    OSXUniversal:
+      enabled: 1
+      settings: {}
+    SamsungTV:
+      enabled: 1
+      settings:
+        STV_MODEL: STANDARD_13
+    Tizen:
+      enabled: 1
+      settings: {}
+    WP8:
+      enabled: 0
+      settings:
+        CPU: AnyCPU
+        DontProcess: False
+        PlaceholderPath: 
+    Web:
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+    Win:
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+    Win64:
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+    WindowsStoreApps:
+      enabled: 0
+      settings:
+        CPU: AnyCPU
+        DontProcess: False
+        PlaceholderPath: 
+        SDK: AnySDK
+    iOS:
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+    tvOS:
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+ 9 - 0
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Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
Assets/Resource/Animations/人物动画/stand_ske.json


+ 1 - 1
Assets/Resource/Animations/人物动画/stand_tex.json

@@ -1 +1 @@
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+{"imagePath":"stand_tex.png","SubTexture":[{"width":646,"y":1,"height":391,"name":"脑壳1","x":1},{"width":45,"y":370,"height":188,"name":"腿2个提供1个","x":965},{"width":62,"y":185,"height":183,"name":"右手你的右手!!","x":915},{"frameWidth":212,"y":217,"frameHeight":142,"width":212,"frameX":0,"height":135,"name":"裙子1","frameY":-3,"x":649},{"width":86,"y":1,"height":182,"name":"左手看清左手你的左手!!","x":877},{"width":35,"y":185,"height":51,"name":"脖子","x":877},{"frameWidth":44,"y":238,"frameHeight":48,"width":31,"frameX":0,"height":38,"name":"鞋子1","frameY":-10,"x":863},{"frameWidth":56,"y":217,"frameHeight":35,"width":12,"frameX":-22,"height":10,"name":"嘴巴1","frameY":-12,"x":863},{"width":264,"y":354,"height":95,"name":"眼睛1","x":649},{"width":226,"y":1,"height":214,"name":"头饰品1","x":649},{"width":165,"y":394,"height":111,"name":"上衣1","x":1}],"name":"stand_ske"}

binární
Assets/Resource/Animations/人物动画/stand_texture.png


+ 1 - 1
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binární
Assets/Resource/Prefab/PrefabUI/Canvas.prefab


Některé soubory nejsou zobrazeny, neboť je v těchto rozdílových datech změněno mnoho souborů