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LICENSE.md

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README.md

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## HOMEPAGE
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GameFrameX 的 GameAnalytics 游戏数据分析的组件
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**GameAnalytics 游戏数据分析的组件 (GameAnalytics Component)** - 提供游戏开发者集成和使用游戏数据分析的功能的接口。
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# 使用文档(文档编写于GPT4)
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## 简介
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`GameAnalyticsComponent`是一个用于游戏数据分析的组件,它包含了不同类型的事件上报和计时器功能。该组件作为游戏框架的一部分,便于游戏开发者集成和使用游戏数据分析的功能。
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## 初始化
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在Unity的`Awake`方法中,`GameAnalyticsComponent`被初始化,并创建了一个`GameAnalyticsManager`实例。通过调用`Init`方法,完成具体的初始化过程,并设置`_isInit`标志为`true`,以确保后续的方法只在初始化之后被执行。
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```csharp
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public void Init()
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{
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_gameAnalyticsManager.Init();
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_isInit = true;
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}
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```
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## 计时功能
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### 开始计时
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`StartTimer`方法允许开发者为某个事件开始计时。在事件开始时调用此方法,并传入事件名称。
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```csharp
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public void StartTimer(string eventName)
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{
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if (!_isInit)
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{
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return;
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}
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_gameAnalyticsManager.StartTimer(eventName);
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}
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```
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### 结束计时
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结束特定事件的计时,使用`StopTimer`方法,并传入相应的事件名称。
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```csharp
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public void StopTimer(string eventName)
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{
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if (!_isInit)
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{
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return;
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}
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_gameAnalyticsManager.StopTimer(eventName);
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}
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```
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## 事件上报
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### 简单事件上报
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用于上报不包含额外数据的简单事件。只需调用`Event`方法并传入事件名称。
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```csharp
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public void Event(string eventName)
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{
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if (!_isInit)
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{
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return;
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}
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_gameAnalyticsManager.Event(eventName);
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}
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```
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### 带数值的事件上报
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上报包含数值信息的事件。调用`Event`方法,并传入事件名称以及相关的数值。
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```csharp
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public void Event(string eventName, float eventValue)
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{
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if (!_isInit)
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{
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return;
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}
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_gameAnalyticsManager.Event(eventName, eventValue);
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}
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```
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### 带自定义字段的事件上报
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上报包含自定义字段的事件。在调用`Event`方法时传入事件名称和一个字典类型的自定义字段数据。
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```csharp
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public void Event(string eventName, Dictionary<string, string> customF)
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{
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if (!_isInit)
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{
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return;
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}
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// 将字符串字典转换为对象字典
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var value = new Dictionary<string, object>();
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foreach (var kv in customF)
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{
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value[kv.Key] = kv.Value;
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}
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_gameAnalyticsManager.Event(eventName, value);
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}
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```
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### 带数值和自定义字段的事件上报
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上报一个同时包含数值信息和自定义字段的事件,需要调用`Event`方法并传入事件名称、事件数值以及自定义字段的字典。
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```csharp
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public void Event(string eventName, float eventValue, Dictionary<string, string> customF)
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{
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if (!_isInit)
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{
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return;
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}
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var value = new Dictionary<string, object>();
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foreach (var kv in customF)
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{
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value[kv.Key] = kv.Value;
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}
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_gameAnalyticsManager.Event(eventName, eventValue, value);
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}
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```
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## 使用事项
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- 请确保在使用组件的任何方法之前,组件已被正确初始化。
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-`_isInit``false`,则不进行任何操作,确保了只有在组件初始化后事件上报或计时才有效作用。
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- 上报的事件名称应该具有代表性和唯一性,以确保数据分析的准确性。
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## 集成提示
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- 工程中应引入命名空间`GameFrameX.GameAnalytics.Runtime`
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- 确保`GameAnalyticsManager`被正确实例化,并已经通过`GameFramework`注册。
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- 对于自定义字段,使用`Dictionary<string, string>`类型保持键值对的数据结构。
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# 使用方式(任选其一)
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1. 直接在 `manifest.json` 的文件中的 `dependencies` 节点下添加以下内容
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```json
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{"com.gameframex.unity.gameanalytics": "https://github.com/AlianBlank/com.gameframex.unity.gameanalytics.git"}
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```
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2. 在Unity 的`Packages Manager` 中使用`Git URL` 的方式添加库,地址为:https://github.com/AlianBlank/com.gameframex.unity.gameanalytics.git
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3. 直接下载仓库放置到Unity 项目的`Packages` 目录下。会自动加载识别

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