问题
Ok, so I'm working in Swift and I just need help. I have followed 4 different tutorials on how to implement in app purchases in sprite kit with Swift, copied code verbatim, and nothing is working for me.
Here are the steps I have taken:
Gone in Itunes Connect and created an in app purchase under my app's record. My in app purchase's product Id is
"GameOverSaveSavior"
In Xcode, I've turned my app's In app purchase capability to
ON
, made sure my team is set to my account, and made sure my Bundle Identifier under info is set to my app's bundle identifier in ITunes ConnectBefore writing any code, I have
import StoreKit
in my GameScene.swift file
As for code, this is what I have done:
(1) In Gamescene.swift, at the end of my didMoveToView
func, I have:
// 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")
}
This outputs "IAP is enabled, loading"
when the app is run.
(2) In GameScene.swift, within the class but outside of didMoveToView
, I have all the functions and variables others have used for in app purchases:
var list = [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)
list.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");
}
This outputs "product request"
to the console when the app is run.
(3) In GameScene.swift, in my touchesBegan
func, I have the following for when the right button is touched:
//In app purchase
if touchedNode == saveMeBtn {
println("button touched!")
for product in list {
var prodID = product.productIdentifier
if(prodID == "GameOverSaveSavior") {
p = product
buyProduct() //This is one of the functions we added earlier
break;
}
}
This outputs "button touched!"
when the button is touched.
I do not know what I am doing wrong. The code compiles with no errors, yet nothing occurs when my button is touched. There is no alert asking the user to sign in or to purchase anything- nothing. I have mainly followed this question: in app purchase in SKScene
Is there anything else I should have done prior to writing the code? Am I missing something in my code?
回答1:
I think I can help you:
I had your issue in the past. And another similar one which I fixed here: My IAP isn't working. Bugs at func Paymentqueue
Here is the solution I had found:
Delete
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
everywhere you have it and put it once (ONLY ONCE) in a place where it will be executed each time your app boots up ( I put it in viewDidLoad()).
This will check for all unfinished transactions and terminate them once the app has loaded, thus removing any possible errors before your users triggers an IAP.
(If this answer helped you, don't forget to upvote ;))
P.S.: Also, this wasn't my issue, but make sure to finishTransaction() for each PurchaseState, like here:
func paymentQueue(queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction]) {
print("Add Payment")
for transaction:AnyObject in transactions{
let trans = transaction as! SKPaymentTransaction
print(trans.error)
switch trans.transactionState{
case .Purchased:
print("IAP unlocked")
print(p.productIdentifier)
let prodID = p.productIdentifier as String
switch prodID{
case "IAP id":
print("Keep on")
keepOn()
default:
print("IAP not setup")
}
queue.finishTransaction(trans)
break
case .Failed:
print ("Buy error")
queue.finishTransaction(trans)
break
default:
print("default: Error")
break
}
}
}
Never forget this:
queue.finishTransaction(trans)
And make separate case for .Restored.
来源:https://stackoverflow.com/questions/32419049/swift-spritekit-in-app-purchase-code-runs-nothing-happens