Using the store in your game¶
Store items are downloaded upon SignIn()
and SignUp()
. The items will be
refreshed every time the user signs in or signs up again.
To access store items and attributes call the following code. This code does not sync them with the available items on the server: it simply shows you the results downloaded on sign-in or sign-up.
Example
foreach (GameFuseStoreItem storeItem in GameFuse.GetStoreItems())
{
Debug.Log(storeItem.GetName()); //FireBow
Debug.Log(storeItem.GetCategory()); //BowAndArrows
Debug.Log(storeItem.GetId()); //12
Debug.Log(storeItem.GetDescription()); //A bow and arrow item that shoots fire arrows
Debug.Log(storeItem.GetCost()); // 500 (credits)
Debug.log(storeItem.GetIconUrl()); // (url of image associated with the store item)
}
To access purchased store items by your current logged in user, call the following code. Because these items are downloaded on login, there is no callback for this: data is already available. This code will throw an error if you are not signed in already.
To purchase a store item simply call the code below. Because this function talks
to the server, it will require a callback. If the user does not have enough
credits on their account (see next section), the purchase will fail. This
function will refresh the GameFuseUser.CurrentUser.purchasedStoreItems
list
with the new item.
Example
void PurchaseItem(store_item)
{
Debug.Log(GameFuseUser.CurrentUser.purchasedStoreItems.Count); // Prints 0
GameFuseUser.PurchaseStoreItem(GameFuse.GetStoreItems().First, PurchasedItemCallback)
}
void PurchasedItemCallback(string message, bool hasError)
{
if (hasError)
{
Debug.Log("Error purchasing item: "+message);
}
else
{
Debug.Log("Purchased Item");
Debug.Log(GameFuseUser.CurrentUser.purchasedStoreItems.Count); // Prints 1
}
}
Function return values¶
GameFuseUser.PurchaseStoreItem
¶
HTTP status code | Description |
---|---|
200 |
OK |
403 |
Not enough credits or item already purchased |
404 |
Item not found |
500 |
Unknown server error |