Game Foundation Tutorials
Working with Store prefabs
In this tutorial we'll go over all of the prefabs and components included in the Game Foundation package to make creating a Store in your game easier.
Above is one example of a layout that could be created using the provided prefabs.
While not all possible store layouts can be made using our prefabs, they provide the ability to build a lot of common layouts. Further, the components provided can be attached to your own prefabs to do the work of accessing the Store API and processing transactions for you.
Finding the prefabs and components
The provided prefabs are located in the Game Foundation package inside the Runtime/UI/Prefabs
folder.
The components that are used by these prefabs (or available to be used by your own custom prefabs) are also located in the Game Foundation package inside the Runtime/UI/Components
folder.
Breaking down the prefabs
Indicators
In the Indicators
folder you'll find two very similar prefabs that can be used to show an image and quantity for an item.
One is for showing quantity of Currencies, the other for showing quantities of Inventory Items.
The Inventory Item one is a bit special. Since Inventory Items don't have a built in quantity concept, the component attached to this prefab displays an aggregated count of all the Inventory Items in the Inventory Manager that have the selected Inventory Item Definition.
To see how to set up the Indicators with the items you want, check out the Indicator components section.
Purchase Button
In the Store
folder you'll find the Purchase Button prefab.
This is a relatively simple button with a very powerful component attached (see Purchase Button component).
In addition to the standard text field on the button, it also includes an image field for displaying an image of the item that is the cost to the transaction.
It is used as a building block for the other store prefabs and is very adaptable to size and background image customization.
Currently the Purchase Button prefab only supports Transactions that have one item as their cost (i.e. 10 gold is supported, but 10 gold and 2 diamonds is not).
To see how to set up the Purchase Button with the transaction you want, check out the Purchase Button component section.
Transaction Items
There are three Transaction Item prefabs. Each one has a spot for an image for the transaction, a text field for the name of the transaction, and a Purchase Button prefab. The difference between them is simply the arrangement of these three game objects. Each prefab's size, background image, and other features can be altered to fit your needs and adjusts in a responsive way.
To see how to set up the Transaction Item prefabs to display the transaction you want, check out the [Transaction Item View component section].
Stores
There are three store prefabs. While they don't look like much at editor time (just an empty box), at runtime they will display all the transactions in your specified store using transaction item prefabs (as pictured above). The difference between the three store prefabs is how they lay out the transactions: either in a vertical column ideal for portrait games, a horizontal column ideal for landscape games, or a grid view which could be used in either orientation.
Each prefab's background image, layout spacing, and other features can be altered to fit your needs and adjusts in a responsive way.
Although each store prefab comes preselected to use a transaction prefab that looks good with it, any store layout could be changed to use a different prefab using the attached Store View component. Note that with the Grid Store prefab, if the transaction prefab is changed, the Grid Layout Group's cell size will need to be adjusted to fit the new prefab.
Currently the Store prefabs only support Transactions that have one item as their cost (i.e. 10 gold is supported, but 10 gold and 2 diamonds is not). Any transactions added to the selected store that don't fit those parameters will be filtered out from the display.
To see how to set up the Store prefabs to display the store you want, check out the Store View component section.
Breaking down the components
Indicator components
The Currency and Inventory Item View components attach to a game object with image and text game objects and handle the displaying of the items icon and quantity.
In the case of the Inventory Item View, since Inventory Items don't have a built in quantity concept, the component displays an aggregated count of all the Inventory Items in the Inventory Manager that have the selected Inventory Item Definition.
Each component has 4 fields.
- Currency or Inventory Item: This is the item to display in the indicator.
- Icon Sprite Name: The name of the icon asset to display in the indicator, as specified in the item's Asset Detail
- Item Image Field: The game object with an Image component where the item's image should be displayed.
- Item Quantity Text Field: The game object with a Text component where the item's quantity should be displayed.
Purchase Button component
The Purchase Button component handles all the code necessary to display the cost of a transaction (either virtual or IAP), and for initiating and completing a purchase for that transaction. It will automatically disable the button if a user doesn't have enough in their inventory or wallet to cover the cost of the transaction.
This component has 8 fields:
- Transaction Item: This is the transaction the purchase button is linked to.
- Interactable: Boolean that sets whether the button is interactable or not.
- Price Icon Sprite Name: The name of the icon asset to display on the button, as specified in the Asset Detail of the transaction's cost item (either currency or inventory item).
- Price Image Field: The game object with an Image component where the image of the transaction's cost should be displayed.
- Price Text Field: The game object with a Text component where the transaction's price will be written. For a virtual transaction that would be the quantity of the cost item, or for an IAP transaction that would be the real world cost of the transaction. If there is no cost specified for the transaction, it will display the No Price String.
- No Price String: The string to display if there is no cost specified for the transaction, by default it is
FREE
- On Purchase Succeeded listener: Any method added here will be called when this button successfully completes a purchase. The method added should have a BaseTransaction parameter.
- On Purchase Failed listener: Any method added here will be called when this button fails to complete a purchase. The method added should have as its parameters a BaseTransaction and an Exception.
Transaction Item View component
The Transaction Item View component displays relevant info about its attached transaction (either virtual or IAP).
This component has 9 fields:
- Transaction Item: This is the transaction the component is linked to.
- Interactable: Boolean that sets whether the specified Purchase Button is interactable or not.
- Item Icon Sprite Name: The name of the icon asset to display on the transaction item prefab, as specified in the Asset Detail of the transaction.
- Price Icon Sprite Name: The name of the icon asset to display on the purchase button prefab, as specified in the Asset Detail of the transaction's cost item (either currency or inventory item).
- Item Icon Image Field: The game object with an Image component where the transaction's icon should be displayed.
- Item Name Text Field: The game object with a Text component where the transaction's name will be displayed.
- Purchase Button: The game object with a Purchase Button component attached that should be displayed. By default it is the Game Foundation Purchase Button prefab.
- On Purchase Succeeded listener: Any method added here will be called when this transaction item successfully completes a purchase. The method added should have a BaseTransaction parameter.
- On Purchase Failed listener: Any method added here will be called when this transaction item fails to complete a purchase. The method added should have as its parameters a BaseTransaction and an Exception.
Store View component
The Store View component displays all the transactions added to the selected store/category combo.
Currently the Store component only supports Transactions that have one item as their cost (i.e. 10 gold is supported, but 10 gold and 2 diamonds is not). Any transactions added to the selected store that don't fit those parameters will be filtered out from the display.
This component has 9 fields:
- Store: This is the store the component is linked to.
- Category: This specifies which category to use when filtering the transactions that have been added to the selected store. If
<All>
is selected, transactions won't be filtered. - Item Icon Sprite Name: The name of the icon asset to display on each transaction item prefab, as specified in the Asset Detail of the transactions.
- Price Icon Sprite Name: The name of the icon asset to display on each transaction's purchase button prefab, as specified in the Asset Detail of the transaction's cost item (either currency or inventory item).
- Interactable: Boolean that sets whether each transaction's purchase button is interactable or not.
- Item Container: The game object to which all the Transaction Item prefabs will be added.
- Transaction Item Prefab: The game object with a Transaction Item View component attached that will be used to display the store's transactions.
- On Purchase Succeeded listener: Any method added here will be called whenever any transaction in the store successfully completes a purchase. The method added should have a BaseTransaction parameter.
- On Purchase Failed listener: Any method added here will be called whenever any transaction in the store fails to complete a purchase. The method added should have as its parameters a BaseTransaction and an Exception.
Conclusion
We hope these prefabs and components assist you when adding a simple store to your game, in addition to providing a useful jumping off point for any more advanced stores you may choose to create.