Files
Fonepay-Unity/Assets/SamplePayment.cs
Savya Bikram Shah 846a4fda9c QR and payment fixes
2026-05-07 16:43:28 +05:45

56 lines
1.7 KiB
C#

using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace Darkmatter.Fonepay.Samples
{
public class SamplePayment : MonoBehaviour
{
[SerializeField] private Image qrImage;
[SerializeField] private GameObject successObject;
[SerializeField] private GameObject failedObject;
[SerializeField] private Button payButton;
private void Start()
{
payButton.onClick.AddListener(OnPayButtonClicked);
}
private void OnPayButtonClicked()
{
InitiatePayment().Forget();
}
private async UniTask InitiatePayment()
{
var fonepay = new FonepayClient();
var request = new QrRequest
{
amount = 0.5f,
remarks1 = "mausham ko paisa"
};
var qr = await fonepay.PurchaseAsync(request, destroyCancellationToken);
if (qr.qrCode != null)
{
qrImage.sprite = Sprite.Create(
qr.qrCode,
new Rect(0, 0, qr.qrCode.width, qr.qrCode.height),
new Vector2(0.5f, 0.5f));
qrImage.gameObject.SetActive(true);
}
var payment = await fonepay.AwaitPaymentAsync(
qr.thirdpartyQrWebSocketUrl,
onQrVerified: v => Debug.Log($"Fonepay QR verified: {v}"),
ct: destroyCancellationToken);
Debug.Log($"{JsonUtility.ToJson(payment)}");
var ok = payment.Outcome == PaymentOutcome.Complete;
qrImage.gameObject.SetActive(false);
successObject.SetActive(ok);
failedObject.SetActive(!ok);
}
}
}