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iOS 的插件

Godot 提供了 StoreKit、GameCenter、iCloud 服务等插件。它们使用下面解释的相同异步调用模型。

ARKit和Camera访问也作为插件提供.

最新的更新、文档和源代码可以在Godot iOS插件库找到 Godot iOS plugins repository

访问插件单例

要访问插件功能, 首先需要通过调用 Engine.has_singleton() 函数来检查插件是否导出并可用, 该函数会返回一个注册的单例.

下面是一个如何在GDScript中做到这一点的例子:

var in_app_store
var game_center

func _ready():
    if Engine.has_singleton("InAppStore"):
        in_app_store = Engine.get_singleton("InAppStore")
    else:
        print("iOS IAP plugin is not available on this platform.")

    if Engine.has_singleton("GameCenter"):
        game_center = Engine.get_singleton("GameCenter")
    else:
        print("iOS Game Center plugin is not available on this platform.")

异步方法

请求异步操作时, 方法如下所示:

Error purchase(Variant params);

参数通常是一个字典,包含发出请求所需的信息,并且调用将有两个阶段。首先,该方法将立即返回 Error 值。如果这个 Error 不是“OK”,则调用操作完成,可能在本地引起错误(没有网络连接、API 配置不正确等)。如果错误值是“OK”,则会生成响应事件并将其添加到“挂起事件”队列中。例如:

func on_purchase_pressed():
    var result = in_app_store.purchase({ "product_id": "my_product" })
    if result == OK:
        animation.play("busy") # show the "waiting for response" animation
    else:
        show_error()

# put this on a 1 second timer or something
func check_events():
    while in_app_store.get_pending_event_count() > 0:
        var event = in_app_store.pop_pending_event()
        if event.type == "purchase":
            if event.result == "ok":
                show_success(event.product_id)
            else:
                show_error()

请记住,当一个调用返回 OK 时,API 将始终通过 pending_event 接口产生一个事件,即使它是一个错误,或网络超时等。你应该能够,例如,安全地阻止等待的接口来自服务器的回复。如果任何 API 不以这种方式运行,则应将其视为错误。

挂起事件接口包含两个方法:

  • get_pending_event_count() 返回队列中挂起事件的数量。

  • Variant pop_pending_event() 弹出队列中的第一个事件并返回它。

Store Kit

实现在 Godot iOS InAppStore 插件 .

Store Kit API 可通过 InAppStore 单例访问。它是自动初始化的。

提供了以下方法,文档如下:

   Error purchase(Variant params)
   Error request_product_info(Variant params)
   Error restore_purchases()
   void set_auto_finish_transaction(bool enable)
   void finish_transaction(String product_id)

and the pending events interface:

::

   int get_pending_event_count()
   Variant pop_pending_event()

purchase

通过 Store Kit API 购买一个产品 ID。你需要在收到成功响应后调用 finish_transaction(product_id),或者在调用 purchase() 之前调用 set_auto_finish_transaction(true)。这两个方法确保事务完成。

参数

参数是一个字典,包含一个 product_id 字段,是你的商品的字符串 ID。例子:

var result = in_app_store.purchase({ "product_id": "my_product" })

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "purchase",
  "result": "error",
  "product_id": "the product ID requested",
}

成功时:

{
  "type": "purchase",
  "result": "ok",
  "product_id": "the product ID requested",
}

request_product_info

在产品ID列表中请求产品信息.

参数

参数为字典,只有一个字段 product_ids,是产品 ID 字符串的数组。例如:

var result = in_app_store.request_product_info({ "product_ids": ["my_product1", "my_product2"] })

响应事件

响应事件将是包含以下字段的字典:

{
  "type": "product_info",
  "result": "ok",
  "invalid_ids": [ list of requested IDs that were invalid ],
  "ids": [ list of IDs that were valid ],
  "titles": [ list of valid product titles (corresponds with list of valid IDs) ],
  "descriptions": [ list of valid product descriptions ],
  "prices": [ list of valid product prices ],
  "localized_prices": [ list of valid product localized prices ],
}

restore_purchases

恢复用户账户之前完成的购买。会为每一个之前购买过的产品 ID 创建响应事件。

响应事件

响应事件将是包含以下字段的字典:

{
  "type": "restore",
  "result": "ok",
  "product_id": "product ID of restored purchase",
}

set_auto_finish_transaction

设为 true 时,一旦购买成功,就会自动结束购买。请在调用 purchase() 前调用本方法。

参数

参数为布尔值,表示购买是否应该自动结束。例如:

in_app_store.set_auto_finish_transaction(true)

finish_transaction

如果你不希望自动结束交易事务,请在接收到成功购买响应后调用本方法。

参数

参数 product_id 是一个字符串。product_id 表示需要结束购买的产品。例如:

in_app_store.finish_transaction("my_product1")

游戏中心

Godot iOS GameCenter 插件中实现。

The Game Center API is available through the GameCenter singleton. It has the following methods:

Error authenticate()
bool is_authenticated()
Error post_score(Variant score)
Error award_achievement(Variant params)
void reset_achievements()
void request_achievements()
void request_achievement_descriptions()
Error show_game_center(Variant params)
Error request_identity_verification_signature()

以及未决事件接口:

int get_pending_event_count()
Variant pop_pending_event()

authenticate

在游戏中心对用户进行身份验证.

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "authentication",
  "result": "error",
  "error_code": the value from NSError::code,
  "error_description": the value from NSError::localizedDescription,
}

成功时:

{
  "type": "authentication",
  "result": "ok",
  "player_id": the value from GKLocalPlayer::playerID,
}

post_score

将分数发布到游戏中心排行榜.

参数

参数为一个字典,有两个字段:

  • score 浮点数

  • category 表示类别名称的字符串

示例:

var result = game_center.post_score({ "score": 100, "category": "my_leaderboard", })

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "post_score",
  "result": "error",
  "error_code": the value from NSError::code,
  "error_description": the value from NSError::localizedDescription,
}

成功时:

{
  "type": "post_score",
  "result": "ok",
}

award_achievement

修改游戏中心成就的进度.

参数

将Dictionary作为参数, 包含3个字段:

  • name(字符串)成就名称

  • progress(float)成就进度从 0.0 到 100.0(传递给 GKAchievement :: percentComplete

  • show_completion_banner(bool)游戏中心是否应该在屏幕顶部显示成就横幅

示例:

var result = award_achievement({ "name": "hard_mode_completed", "progress": 6.1 })

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "award_achievement",
  "result": "error",
  "error_code": the error code taken from NSError::code,
}

成功时:

{
  "type": "award_achievement",
  "result": "ok",
}

reset_achievements

清除所有 Game Center 成就。该函数不带参数。

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "reset_achievements",
  "result": "error",
  "error_code": the value from NSError::code,
}

成功时:

{
  "type": "reset_achievements",
  "result": "ok",
}

request_achievements

请求游戏角色取得进步的所有游戏中心成就. 该函数不带参数.

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "achievements",
  "result": "error",
  "error_code": the value from NSError::code,
}

成功时:

{
  "type": "achievements",
  "result": "ok",
  "names": [ list of the name of each achievement ],
  "progress": [ list of the progress made on each achievement ],
}

request_achievement_descriptions

无论进度如何, 都要求描述所有现有的Game Center成就. 该函数不带参数.

响应事件

响应事件将是包含以下字段的字典:

出错时:

{
  "type": "achievement_descriptions",
  "result": "error",
  "error_code": the value from NSError::code,
}

成功时:

{
  "type": "achievement_descriptions",
  "result": "ok",
  "names": [ list of the name of each achievement ],
  "titles": [ list of the title of each achievement ],
  "unachieved_descriptions": [ list of the description of each achievement when it is unachieved ],
  "achieved_descriptions": [ list of the description of each achievement when it is achieved ],
  "maximum_points": [ list of the points earned by completing each achievement ],
  "hidden": [ list of booleans indicating whether each achievement is initially visible ],
  "replayable": [ list of booleans indicating whether each achievement can be earned more than once ],
}

show_game_center

显示内置的游戏中心叠加层, 显示排行榜, 成就和挑战.

参数

将Dictionary作为参数, 包含两个字段:

  • view(字符串)(可选)要呈现的视图的名称。接受“default”(默认)“leaderboards”(排行榜)“achievements”(成就)“challenges”(挑战)。默认为“default”。

  • leaderboard_name(字符串)(可选)要显示的排行榜的名称。仅在“view”为“leaderboards”(或“default”被配置为显示排行榜)时使用。如果未指定,Game Center 将显示聚合排行榜。

示例:

var result = show_game_center({ "view": "leaderboards", "leaderboard_name": "best_time_leaderboard" })
var result = show_game_center({ "view": "achievements" })

响应事件

响应事件将是包含以下字段的字典:

关闭时:

{
  "type": "show_game_center",
  "result": "ok",
}