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Question by pvtninja · Jan 23, 2020 at 08:20 AM · c#errorcallbackpurchaselinking

IAP states successfull but fails to update Coin matrix for in game currencey been stuck for five days

My problem that has been bugging me for five days now is my IAP scrip when I click the purchase button states that purchase was successful but fails to update the coin system in-game for in-game currency. The game uses three scripts the Purchas script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.Purchasing;
 using EasyMobile;
 using UnityEngine.Purchasing.Extension;
 
 
 [RequireComponent(typeof(Text))] //just added
 public class Purchas : MonoBehaviour
 {
     IAPProduct[] products = InAppPurchasing.GetAllIAPProducts();
 
     int coins = 0;
 
     string Item { get; set; } //added
     Price Price { get; set; } //added
 
     Text label; //added
 
     [SerializeField]
     private Text coinsText;
 
     int PurchaseProgress
     {
         get => UserProgress.Current.GetItemPurchaseProgress(Item);
         set => UserProgress.Current.SetItemPurchaseProgress(Item, value);
     }
 
     //just added this//
     void OnProgressUpdate()
     {
         label.text = UserProgress.Current.Coins.ToString();
     }
 
     public void SetPrice(string item, Price price) //just added
     {
         Item = item;
         Price = price;
 
 
         if (price.value <= UserProgress.Current.GetItemPurchaseProgress(item));
           
     }
 
     // Start is called before the first frame update
     void start()
     {
         InAppPurchasing.InitializePurchasing();
         bool isInitialized = InAppPurchasing.IsInitialized();
         //just added below
         label = GetComponent<Text>();
 
         OnProgressUpdate();
         UserProgress.Current.ProgressUpdate += OnProgressUpdate;
     }
     //added below just now
     void OnDestroy()
     {
         UserProgress.Current.ProgressUpdate -= OnProgressUpdate;
     }
 
     void Awake()
     {
         if (!RuntimeManager1.IsInitialized())
             RuntimeManager1.Init();
     }
 
     void update()
     {
         coinsText.text = coins.ToString();
     }
 
     private void OnEnable()
     {
         InAppPurchasing.PurchaseCompleted -= PurchaseCompletedHandler;
         InAppPurchasing.PurchaseFailed -= PurchaseFailedHandler;
     }
 
     private void OnDisable()
     {
         InAppPurchasing.PurchaseCompleted -= PurchaseCompletedHandler;
         InAppPurchasing.PurchaseFailed -= PurchaseFailedHandler;
     }
 
     private void PurchaseFailedHandler(IAPProduct product)
     {
         NativeUI.Alert("Error", "The purchase of product" + product.Name + " has failed.");
     }
 
     // Successful purchase handler
     void PurchaseCompletedHandler(IAPProduct product)
     {
         // Compare product name to the generated name constants to determine which product was bought
         switch (product.Name)
         {
             case EM_IAPConstants.Product_200_Coins:
                 Debug.Log("Product_200_Coins was purchased. The user should be granted it now.");
                 UserProgress.Current.Coins += coins += 200; //just changed
                 break;
             case EM_IAPConstants.Product_500_Coins:
                 Debug.Log("500_Coins was purchased. The user should be granted it now.");
                 UserProgress.Current.Coins += coins += 500; //just changed
                 break;
             case EM_IAPConstants.Product_1100_Coins:
                 Debug.Log("1100_Coins was purchased. the user should be granted it now");
                 UserProgress.Current.Coins += coins += 1100; //just changed
                 break;
                 
         }
     }
 
     public void BuyComplete(UnityEngine.Purchasing.Product product)
     {
         //purchase was successful
     }
 
     public void BuyFailed(UnityEngine.Purchasing.Product product, UnityEngine.Purchasing.PurchaseFailureReason failureReason)
     {
         //purchase was unsuccessful
     }
 
     public void PurchasCoinsPack()
     {
         InAppPurchasing.Purchase(EM_IAPConstants.Product_200_Coins);
 
         InAppPurchasing.Purchase(EM_IAPConstants.Product_500_Coins);
 
         InAppPurchasing.Purchase(EM_IAPConstants.Product_1100_Coins);
     }
 
 }

But the script is supposed to call on two other scripts to update coin count the UsersProgress below.

 using System;
 using System.Collections.Generic;
 using UnityEngine;
 
 [Serializable]
 public class UserProgress
 {
     [Serializable]
     struct PurchaseProgress
     {
         public string item;
         public int value;
 
         public PurchaseProgress(string item, int value)
         {
             this.item = item;
             this.value = value;
         }
     }
 
     static UserProgress current;
 
     public event Action ProgressUpdate = delegate { };
 
     Dictionary<string, GameState> gameStates = new Dictionary<string, GameState>();
 
     [SerializeField]
     int coins;
 
     [SerializeField]
     List<string> purchasedItems = new List<string>();
 
     [SerializeField]
     List<PurchaseProgress> purchaseInProgress = new List<PurchaseProgress>();
 
     [SerializeField]
     string currentGameId;
     [SerializeField]
     string currentThemeId;
 
     public static UserProgress Current
     {
         get
         {
             if (current != null)
                 return current;
 
             string progressJson = PlayerPrefs.GetString("UserProgress", "{}");
             Debug.Log("UserProgress : " + progressJson);
             current = JsonUtility.FromJson<UserProgress>(progressJson);
 
             return current;
         }
     }
 
     public int Coins
     {
         get => coins;
         set
         {
             coins = value;
 
             Save();
 
             ProgressUpdate.Invoke();
         }
     }
 
     public string CurrentGameId
     {
         get => currentGameId;
         set
         {
             currentGameId = value;
 
             Save();
 
             ProgressUpdate.Invoke();
         }
     }
 
     public string CurrentThemeId
     {
         get => currentThemeId;
         set
         {
             currentThemeId = value;
 
             Save();
 
             ProgressUpdate.Invoke();
         }
     }
 
     public bool IsItemPurchased(string item)
     {
         return purchasedItems.Contains(item);
     }
 
     public void OnItemPurchased(string item)
     {
         purchasedItems.Add(item);
 
         Save();
 
         ProgressUpdate.Invoke();
     }
 
     public int GetItemPurchaseProgress(string item)
     {
         PurchaseProgress purchaseProgress = purchaseInProgress.Find(p => p.item == item);
         return purchaseProgress.value;
     }
 
     public void SetItemPurchaseProgress(string item, int value)
     {
         purchaseInProgress.RemoveAll(p => p.item == item);
         purchaseInProgress.Add(new PurchaseProgress(item, value));
 
         Save();
 
         ProgressUpdate.Invoke();
     }
 
     public T GetGameState<T>(string id) where T : GameState
     {
         if (string.IsNullOrEmpty(id))
             return null;
 
         if (gameStates.ContainsKey(id) && gameStates[id] is T)
             return (T) gameStates[id];
 
         if (!PlayerPrefs.HasKey(id))
             return null;
 
         if (gameStates.ContainsKey(id))
             gameStates.Remove(id);
 
         GameState gameState = JsonUtility.FromJson<T>(PlayerPrefs.GetString(id));
         gameStates.Add(id, gameState);
 
         return (T) gameState;
     }
 
     public void SetGameState<T>(string id, T state) where T : GameState
     {
         if (gameStates.ContainsKey(id))
             gameStates[id] = state;
         else
             gameStates.Add(id, state);
     }
 
     public void SaveGameState(string id)
     {
         if (gameStates.ContainsKey(id))
             PlayerPrefs.SetString(id, JsonUtility.ToJson(gameStates[id]));
     }
 
     public void Save()
     {
         string progressJson = JsonUtility.ToJson(this);
         PlayerPrefs.SetString("UserProgress", progressJson);
     }
 }

Also the CoinCounter below

 using UnityEngine;
 using UnityEngine.UI;
 
 [RequireComponent(typeof(Text))]
 public class CoinsCounter : MonoBehaviour
 {
     Text label;
 
     void OnProgressUpdate()
     {
         label.text = UserProgress.Current.Coins.ToString();
     }
 
     void Start()
     {
         label = GetComponent<Text>();
 
         OnProgressUpdate();
         UserProgress.Current.ProgressUpdate += OnProgressUpdate;
     }
 
     void OnDestroy()
     {
         UserProgress.Current.ProgressUpdate -= OnProgressUpdate;
     }
 }
 


I keep trying to update the script but I just get an error then after fixing it script works but still doesn't update the game coin matrix. I thank you all for any help in this matter

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