我正在 Swift 中创建 SpriteKit 游戏,并尝试在应用内购买中实现。
我在这里关注了这个问题:in app purchase in SKScene
这是我的代码:
在 didMoveToView 中:
// Set IAPS
if(SKPaymentQueue.canMakePayments()) {
println("IAP is enabled, loading")
var productID:NSSet = NSSet(objects: "GameOverSaveSavior")
var request: SKProductsRequest = SKProductsRequest(productIdentifiers: productID as Set<NSObject>)
request.delegate = self
request.start()
} else {
println("please enable IAPS")
}
在 didMoveToView 之外但在 GameScene
中:
//IN APP PURCHASE ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
var productList = [SKProduct]()
var p = SKProduct()
func purchaseMade() {
println("they bought it!")
}
func buyProduct() {
println("buy" + p.productIdentifier)
var pay = SKPayment(product: p)
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().addPayment(pay as SKPayment)
}
func productsRequest(request: SKProductsRequest!, didReceiveResponse response: SKProductsResponse!) {
println("product request")
var myProduct = response.products
for product in myProduct {
println("product added")
println(product.productIdentifier)
println(product.localizedTitle)
println(product.localizedDescription)
println(product.price)
productList.append(product as! SKProduct)
}
}
func paymentQueueRestoreCompletedTransactionsFinished(queue: SKPaymentQueue!) {
println("transactions restored")
var purchasedItemIDS = []
for transaction in queue.transactions {
var t: SKPaymentTransaction = transaction as! SKPaymentTransaction
let prodID = t.payment.productIdentifier as String
switch prodID {
case "GameOverSaveSavior":
purchaseMade()
//Right here is where you should put the function that you want to execute when your in app purchase is complete
default:
println("IAP not setup")
}
}
var alert = UIAlertView(title: "Thank You", message: "Your purchase(s) were restored. You may have to restart the app before banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
}
func paymentQueue(queue: SKPaymentQueue!, updatedTransactions transactions: [AnyObject]!) {
println("add paymnet")
for transaction:AnyObject in transactions {
var trans = transaction as! SKPaymentTransaction
println(trans.error)
switch trans.transactionState {
case .Purchased, .Restored:
println("buy, ok unlock iap here")
println(p.productIdentifier)
let prodID = p.productIdentifier as String
switch prodID {
case "GameOverSaveSavior":
//Here you should put the function you want to execute when the purchase is complete
var alert = UIAlertView(title: "Thank You", message: "You may have to restart the app before the banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
default:
println("IAP not setup")
}
queue.finishTransaction(trans)
break;
case .Failed:
println("buy error")
queue.finishTransaction(trans)
break;
default:
println("default")
break;
}
}
}
func finishTransaction(trans:SKPaymentTransaction)
{
println("finish trans")
}
func paymentQueue(queue: SKPaymentQueue!, removedTransactions transactions: [AnyObject]!)
{
println("remove trans");
}
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
在触摸应用内购买节点时开始:
//In app purchase
if touchedNode == saveMeBtn {
println("button touched!")
for product in productList {
var prodID = product.productIdentifier
if(prodID == "GameOverSaveSavior") {
p = product
buyProduct() //This is one of the functions we added earlier
break;
}
}
我的所有代码都是直接来自上面的问题,并且代码编译时没有任何错误,
IAP is enabled, loading
和
product request
在游戏开始时打印到控制台。
当触摸应用内购买按钮时,
button touched!
被打印到控制台,但没有任何其他 react 。它不要求用户购买任何东西。
我确保 Xcode 中的 bundle ID 与 iTunes Connect 中的相同,并且应用内购买 ID 相同。我在这里做错了什么?
最佳答案
经过几周的工作,我发现您必须完整填写并接受付费应用程序协议(protocol),才能使您的代码和产品正常运行。批准可能需要几天时间,然后您就可以了。
关于swift - SKScene 中的应用程序购买不起作用?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32303801/