SDK_UnityMoney/Assets/Script/SDKManager/AppSDKManager.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
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using EFSDK;
using Firebase.RemoteConfig;
using Script.Common;
using Script.SDKManager.AdsSDKManager.Constant;
using Script.Utils;
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using UnityEngine;
public class AppSDKManager : MonoBehaviour
{
public static AppSDKManager Instance;
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//包名
public const string PackageName = "com.rush.cash.earn.fast.real.money.game";
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private void Awake()
{
Instance = this;
FireBaseSDKManager.Instance.Init();
AdjustManager.Instance.Init();
ShuShuMangage.Instance.Init();
AdsSDKManager.Instance.InitSDK();
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EFSdkManager.Instance.Init();
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}
/// <summary>
/// 协程
/// </summary>
/// <param name="coroutine"></param>
public void Coroutine(IEnumerator coroutine)
{
StartCoroutine(coroutine);
}
public void ShowInterstitial(string position, IvType ivadType = IvType.IV1, Action<double> callback = null)
{
//插屏展示逻辑
bool ivRulesShow = AdsSDKManager.Instance.IvRulesShow(ivadType);
if (ivRulesShow)
{
//是否有缓存
bool isInterstitialReady = AdsSDKManager.Instance.IsInterstitialReady();
if (isInterstitialReady)
{
AdsSDKManager.Instance.ShowInterstitialAd(position, ivadType, () =>
{
//展示完一个插屏之后调用
IvRulesConst.CurrentOverLevel = 0;
IvRulesConst.CurrentInterval = TimeUtils.GetLocalTimestamp();
});
}
}
}
public bool IsRewardAdReady()
{
return AdsSDKManager.Instance.IsRewardAdReady();;
}
public void ShowRewardAd(string position, Action<double> callback = null)
{
bool isRewardAdReady = AdsSDKManager.Instance.IsRewardAdReady();
if (isRewardAdReady)
{
AdsSDKManager.Instance.ShowRewardAd(position, (isReward) =>
{
if (isReward)
{
//callback?.Invoke();
}
});
}
}
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#region 线
public bool GetRemoteConfigBool(string key, bool defaultValue = false)
{
return FireBaseRemoteConfigManager.Instance.GetRemoteConfigBool(key, defaultValue);
}
public int GetRemoteConfigInt(string key, int defaultValue = 0)
{
return FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt(key, defaultValue);
}
public string GetRemoteConfigString(string key, string defaultValue = "")
{
return FireBaseRemoteConfigManager.Instance.GetRemoteConfigString(key, defaultValue);
}
public float GetRemoteConfigFloat(string key, float defaultValue = 0)
{
return FireBaseRemoteConfigManager.Instance.GetRemoteConfigFloat(key, defaultValue);
}
#endregion
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#region EFSDK
/// <summary>
/// 展示WebView
/// </summary>
/// <param name="id">标签id,存在多个WebView时,用于标识WebView</param>
/// <param name="url">网址</param>
/// <param name="pRect">WebView展示区域的RectTransform</param>
/// <param name="pCam">可不传;传值的话要传正交相机</param>
public void ShowWebView(int id, string url, RectTransform pRect, Camera pCam = null)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().ShowWebView(id, url, pRect, pCam);
}
/// <summary>
/// 移除所有原生WebView, 回到游戏时调用
/// </summary>
/// <returns></returns>
public void RemoveAll()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().RemoveAll();
}
/// <summary>
/// 刷新当前页面
/// </summary>
/// <returns></returns>
public void Refresh()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().Refresh();
}
/// <summary>
/// 回上一页
/// </summary>
/// <returns></returns>
public void GoBack()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().CanGoback((IsGoback) =>
{
if (IsGoback)
{
EFSdk.get().GoBack();
}
});
}
/// <summary>
/// 是否手动控制漂浮道具显示/隐藏
/// SDK内默认当H5页面加载完成后自动显示漂浮道具
/// </summary>
/// <param name="autoShow">true: 自动显示/隐藏道具 false: 游戏主动控制道具显示/隐藏</param>
/// <returns></returns>
public void AutoShowFloat(bool autoShow)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().AutoShowFloat(false);
}
/// <summary>
/// 新增接口飘金币
/// </summary>
/// <param name="id"></param>
/// <param name="res">悬浮金币按钮的图片资源,传字符串 0 或 1 0:金币图 1:红点宝箱图 </param>
/// <returns></returns>
public void ShowFloatCoin(String res)
{
if (Application.isEditor)
{
return;
}
var remoteConfig = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("coin_position", 3);
if (remoteConfig <= 0)
{
remoteConfig = 3;
}
if (remoteConfig > 10)
{
remoteConfig = 3;
}
EFSdk.get().SetFloatCoinRes(res);
EFSdk.get().ShowFloatCoin(remoteConfig);
}
/// <summary>
/// 隐藏金币
/// </summary>
/// <returns></returns>
public void HideFloatCoin()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().HideFloatCoin();
}
/// <param name="startId">宝箱动画起始位置</param>
/// <param name="endId">宝箱动画移动结束位置</param>
/// <param name="fly_first_time">首次delay时间</param>
/// <param name="fly_gap_time">每次漂浮移动的时间间隔</param>
/// <returns></returns>
public void ShowBalloon(int startId, int endId, int fly_first_time, int fly_gap_time)
{
if (Application.isEditor)
{
return;
}
var startFlyIndex = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("start_fly", 40);
var endFlyIndex = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("end_fly", 60);
var flyFirstTime = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("fly_first_time", 3);
var flyGapTime = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("fly_gap_time", 15);
EFSdk.get().ShowBalloon(startFlyIndex, endFlyIndex, flyFirstTime, flyGapTime);
}
/// <summary>
/// 隐藏气球
/// </summary>
/// <returns></returns>
public void HideBalloon()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().HideBalloon();
}
/// <summary>
/// 设置推送开关, SDK默认关闭通知
/// </summary>
/// <param name="isOpen"></param>
public void SetPushSwitch(bool isOpen)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SetPushSwitch(isOpen);
}
/// <summary>
/// 向SDK上报当前金币总数,每次金币变化都要调用一次
/// </summary>
/// <param name="totalGold"></param>
public void SendTotalGold2SDK(int totalGold)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SendTotalGold2SDK(totalGold);
}
/// <summary>
/// 向SDK上报当前要提现的现金额,每次变化都要调用一次
/// </summary>
/// <param name="cashNum"></param>
public void SendCashNum2SDK(double cashNum)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SendCashNum2SDK(cashNum);
}
/// <summary>
/// 向SDK上报 游戏名字(当前语言的),每次语言变化都上报
/// </summary>
/// <param name="gameName"></param>
public void SetGameName(string gameName)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SetGameName(gameName);
}
/// <summary>
/// 设置当前游戏语言是否是 巴西语
///
/// </summary>
/// <param name="isPT">巴西语传 true, 其他的都传 false </param>
public void SetCurrLang(bool isPT)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SetCurrLang(isPT);
}
/// <summary>
/// 消息类通知弹出间隔,SDK默认设置为60秒在线参数控制-Key: messagenotif Value:60
/// </summary>
/// <param name="timeSeconds"></param>
public void SetPushMessagenotif()
{
if (Application.isEditor)
{
return;
}
int timeSeconds = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("messagenotif", 60);
EFSdk.get().SetPushMessagenotif(timeSeconds);
}
/// <summary>
/// 持续性通知在进入游戏时弹出的时间间隔,SDK默认设置为300秒在线参数控制 -Key:persistentnotif Value:300
/// </summary>
/// <param name="timeSeconds"></param>
public void SetPushPersistentnotif()
{
if (Application.isEditor)
{
return;
}
int timeSeconds = FireBaseRemoteConfigManager.Instance.GetRemoteConfigInt("persistentnotif", 300);
EFSdk.get().SetPushPersistentnotif(timeSeconds);
}
/// <summary>
/// 每次回调游戏的onResume的时候都调用一次,获取游戏要跳转的页面
/// </summary>
/// <returns>
/// 0 不需要进行任何跳转
/// 1 进行游戏主页
/// 2 进入游戏的金币提现界面
/// 3 进入对应小游戏1界面
/// 4 进入对应小游戏2界面
/// </returns>
public void GetJumpPage()
{
if (Application.isEditor)
{
return;
}
int pageId = EFSdk.get().GetJumpPage();
switch (pageId)
{
case 0:
// Nothing to do
break;
case 1:
// 回到游戏主页
break;
case 2:
// 进入游戏的金币提现界面
break;
case 3:
// 进入对应小游戏1界面
break;
case 4:
// 进入对应小游戏2界面
break;
}
}
/// <summary>
/// 获取当前是否有通知权限
/// </summary>
public bool HasNotifyPermission()
{
if (Application.isEditor)
{
return false;
}
return EFSdk.get().HasNotifyPermission();
}
/// <summary>
/// 请求获取通知权限
/// <param name="action">授权弹窗关闭回调 bool:表示用户是否允许了权限 true:有权限 false:无权限</param>
/// </summary>
public void ReqNotifyPermission(Action<bool> action)
{
if (Application.isEditor)
{
return;
}
// 如果没有通知权限就尝试申请通知权限
if(!HasNotifyPermission())
{
EFSdk.get().ReqNotifyPermission(isgGranted =>
{
//收到回调之后,可以认为权限申请弹窗弹出来了
if (isgGranted)
{
//用户已同意授权
}
else
{
//用户拒绝了授权
}
});
}
}
/// <summary>
/// 满足条件:未领取 R0.1 的 买量用户, 调用这个方法
/// </summary>
public void SubscribeUnclaimed01()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SubscribeUnclaimed01();
}
/// <summary>
/// 不满足条件:未领取 R0.1 的 买量用户, 调用这个方法
/// </summary>
public void UnSubscribeUnclaimed01()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().UnSubscribeUnclaimed01();
}
/// <summary>
// 满足条件: 在排队中 且 当日R1 未领取 的买量用户, 调用这个方法
/// </summary>
public void SubscribePending1()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SubscribePending1();
}
/// <summary>
/// 不满足条件: 在排队中 且 当日R1 未领取 的买量用户, 调用这个方法
/// </summary>
public void UnSubscribePending1()
{
if (Application.isEditor)
{
return;
}
EFSdk.get().UnSubscribePending1();
}
/// <summary>
/// 订阅Firebase推送主题
/// </summary>
/// <param name="topic">主题名称</param>
public void SubscribeToTopic(string topic)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().SubscribeToTopic(topic);
}
/// 取消订阅Firebase推送主题
/// </summary>
/// <param name="topic">主题名称</param>
public void UnSubscribeToTopic(string topic)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().UnSubscribeToTopic(topic);
}
/// <summary>
/// 可覆盖广告的Toast
/// </summary>
/// <param name="message"></param>
public void ShowToast(string message)
{
if (Application.isEditor)
{
return;
}
EFSdk.get().ShowToast(message);
}
#endregion
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}