Billing API memungkinkan Anda menjual produk digital dan langganan. Wrapper C# menyediakan antarmuka asinkron yang aman untuk jenis Google Play Billing Library yang mendasarinya.
Namespace: PlayPcSdkManaged.Billing
Class Klien: BillingClient
Membuat klien
Selalu gunakan factory untuk membuat BillingClient. Hal ini memastikan bahwa callback yang aman untuk Unity akan otomatis didaftarkan.
using UnityEngine; using System; using System.Threading.Tasks; using System.Collections.Generic; // Required SDK Namespaces using PlayPcSdkManaged.Billing; using PlayPcSdkManaged.Unity; public class BillingManager : MonoBehaviour { private BillingClient _billingClient; public void SetupBilling() { try { // Creates the client with the required UnityBillingCallbacksHandler _billingClient = PlayPcSdkFactory.CreateBillingClient(); Debug.Log("Billing Client created successfully."); } catch (Exception ex) { Debug.LogError($"Failed to create Billing Client: {ex.Message}"); } } private void OnDestroy() { // Always dispose of the client to clean up native C++ resources _billingClient?.Dispose(); } }
Mengkueri detail produk
Sebelum menampilkan item untuk dijual, Anda harus mengkueri detail seperti harga, judul, dan deskripsi dari Google Play.
public async Task GetProductDetailsAsync() { try { // Define the list of products you want to query var productList = new List{ // Use ProductType.InApp for consumables/non-consumables new ProductId { Id = "gem_pack_100", ProductType = ProductType.InApp }, // Use ProductType.Subs for subscriptions new ProductId { Id = "gold_subscription", ProductType = ProductType.InApp } }; var queryParams = new QueryProductDetailsParams { ProductIds = productList }; // Async call var result = await _billingClient.QueryProductDetailsAsync(queryParams); if (result.IsOk) { foreach (var product in result.Value.ProductDetailsList) { // The formatted price (e.g., "$0.99") is inside the ProductOffers list if (product.ProductOffers != null && product.ProductOffers.Count > 0) { var price = product.ProductOffers[0].FormattedPrice; var offerToken = product.ProductOffers[0].OfferToken; Debug.Log($"Product: {product.Title} | Price: {price} | Token: {offerToken}"); } } } else { Debug.LogError($"Query Failed: {result.Code} - {result.ErrorMessage}"); } } catch (Exception ex) { Debug.LogException(ex); } }
Meluncurkan alur pembelian
Untuk memulai pembelian, panggil LaunchPurchaseFlowAsync dengan OfferToken dari langkah detail produk.
public async Task BuyItemAsync(string offerToken) { try { var purchaseParams = new LaunchPurchaseFlowParams { OfferToken = offerToken, Quantity = 1, // Optional: Attach obfuscated IDs for fraud detection ObfuscatedAccountId = "user_12345_hash", ObfuscatedProfileId = "profile_abcde_hash" }; var result = await _billingClient.LaunchPurchaseFlowAsync(purchaseParams); if (result.IsOk) { var purchase = result.Value.ProductPurchaseDetails; Debug.Log($"Purchase Successful! Order ID: {purchase.OrderId}"); // IMPORTANT: You must now Acknowledge or Consume this purchase. // If you don't, Google Play will refund the user after a few days. if (!purchase.IsAcknowledged) { // Decide based on your game logic if it's consumable or permanent await HandlePurchaseAsync(purchase); } } else if (result.Code == BillingError.UserCanceled) { Debug.Log("User canceled the purchase flow."); } else { Debug.LogError($"Purchase Failed: {result.Code} - {result.ErrorMessage}"); } } catch (Exception ex) { Debug.LogException(ex); } }
Mengkueri pembelian yang ada (Memulihkan)
Panggil QueryPurchasesAsync saat game dimulai untuk memulihkan item yang sudah Anda miliki, misalnya, setelah game diinstal ulang, atau untuk memeriksa transaksi yang tertunda.
Contoh ini menunjukkan cara merutekan pembelian ke Acknowledge untuk item permanen atau Consume untuk item yang dapat dikonsumsi.
public async Task CheckExistingPurchasesAsync() { try { // Fetches all purchases owned by the user var result = await _billingClient.QueryPurchasesAsync(); if (result.IsOk) { foreach (var purchase in result.Value.ProductPurchaseDetails) { Debug.Log($"User owns: {purchase.ProductId} | State: {purchase.PurchaseState}"); // Process any purchase that hasn't been acknowledged yet if (purchase.PurchaseState == PurchaseState.Purchased && !purchase.IsAcknowledged) { await HandlePurchaseAsync(purchase); } } } else { Debug.LogError($"Restore Failed: {result.Code} - {result.ErrorMessage}"); } } catch (Exception ex) { Debug.LogException(ex); } } // Helper method to route purchases private async Task HandlePurchaseAsync(ProductPurchaseDetails purchase) { // Example logic: "gem_pack" is consumable, everything else is permanent if (purchase.ProductId.Contains("gem_pack")) { await ConsumeItemAsync(purchase.PurchaseToken); } else { await AcknowledgeItemAsync(purchase.PurchaseToken); } }
Mengonfirmasi pembelian
Item non-consumable (misalnya, "Upgrade Premium" atau "Paket Level") harus dikonfirmasi. Hal ini menunjukkan kepada Google Play bahwa Anda telah memberikan item tersebut kepada pengguna.
public async Task AcknowledgeItemAsync(string purchaseToken) { try { var acknowledgeParams = new AcknowledgePurchaseParams { PurchaseToken = purchaseToken }; var result = await _billingClient.AcknowledgePurchaseAsync(acknowledgeParams); if (result.IsOk) { Debug.Log("Purchase Acknowledged. Usage rights granted permanently."); } else { Debug.LogError($"Acknowledge Failed: {result.Code} - {result.ErrorMessage}"); } } catch (Exception ex) { Debug.LogException(ex); } }
Memakai pembelian
Item consumable, seperti "100 Gems" atau "Health Potion", harus dikonsumsi agar dapat dibeli kembali.
public async Task ConsumeItemAsync(string purchaseToken) { try { var consumeParams = new ConsumePurchaseParams { PurchaseToken = purchaseToken }; var result = await _billingClient.ConsumePurchaseAsync(consumeParams); if (result.IsOk) { Debug.Log("Item Consumed. User can buy it again."); // Add the gems/coins to the user's inventory here } else { Debug.LogError($"Consume Failed: {result.Code} - {result.ErrorMessage}"); } } catch (Exception ex) { Debug.LogException(ex); } }