第一次做微信接入的工作,免不了四处采坑 在这里记录一下或许以后还能用到 1,先说说Android 的微信接入, 首先创建android studio 工程 项目名称可以按自己喜好设置,创建好后 创建一个Android Library
这个Module name 和包名要和Unity 的包名一致,创建完成后打开Project Structure 窗口 在Modules 里去除掉 工程中的 app 然后在Project 中删除掉app 文件夹
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然后打开创建的android Library 中的build.gradle 文件,添加 微信接入文档中的下载地址,然后点击上方 sync now 下载
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并且在文件中图片示例位置添加如是配置
android {
....
????....
buildFeatures{
buildConfig = false
}
}
这个配置是为了防止 导出包时 与Unity 包的buildConfig 文件发生冲突导致打apk 失败,添加后android studio 导出的aar 包不会包含?buildConfig文件
如图配置微信的SDK后 SDK会放在 External Libraries 目录下
选中微信SDK 右键 选择 Library Properties?
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可查看文件路径
?
找到对应aar?包复制一份留用
接下来开始涉及Java代码部分
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我这里使用的是 反射方式来获取 UnityActivity 这样有一个好处是不用把Unity classes.jar 导入android 工程 避免了很多 打包apk 可能会出现的问题,具体方法是在在你的包名下 新建一个Java脚本 UnityActivity
package com.***.***; //你的包名
import android.app.Activity;
import android.widget.Toast;
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
public class UnityActivity {
private Activity _unityActivity;
/**
* 获取unity项目的上下文
* @return
*/
public Activity getUnityActivity ()
{
if(null == _unityActivity)
{
try
{
Class<?> classtype = Class.forName("com.unity3d.player.UnityPlayer");
Activity activity = (Activity) classtype.getDeclaredField("currentActivity").get(classtype);
_unityActivity = activity;
}catch (ClassNotFoundException e)
{
e.printStackTrace();
}catch (IllegalAccessException e)
{
e.printStackTrace();
}catch (NoSuchFieldException e) {
e.printStackTrace();
}
}
return _unityActivity;
}
public boolean callUnity(String gameObjectName,String functionName,String args)
{
try{
Class<?> classtype = Class.forName("com.unity3d.player.UnityPlayer");
Method method = classtype.getMethod("UnitySendMessage",String.class,String.class,String.class);
method.invoke(classtype,gameObjectName,functionName,args);
return true;
}catch (ClassNotFoundException e){
e.printStackTrace();
}catch (NoSuchMethodException e){
e.printStackTrace();
}catch (IllegalAccessException e) {
e.printStackTrace();
}catch (InvocationTargetException e){
e.printStackTrace();
}
return false;
}
//微信初始化
public boolean InitWeChatSDK(){
try {
WeChatSDK.Init(getUnityActivity());
//new WXEntryActivity();
}catch (Exception e){
showToast("WeChatSDK初始化失败");
return false;
}
return true;
}
//微信登录
public void WeChatLogin(){
if(InitWeChatSDK()){
if( WeChatSDK.OpenWechatLogin()){
showToast("微信发起登录申请成功");
}else {
showToast("微信发起登录申请失败");
}
}
}
微信支付
public void WeChatPay(final String appID,final String partnerID,
final String prepayID,final String packageValue,
final String nonceStr,final String timeStamp,
final String sign){
if(InitWeChatSDK()){
if(WeChatSDK.Pay(appID,partnerID,prepayID,packageValue,nonceStr,timeStamp,sign)){
showToast("拉起微信支付成功");
}else {
showToast("拉起微信支付失败");
}
}
}
/**
* Toast显示unity发送过来的内容
* @param content 消息的内容
* @return 调用是否成功
*/
public boolean showToast(String content){
Toast.makeText(getUnityActivity(),content,Toast.LENGTH_SHORT).show();
//这里是主动调用Unity中的方法
callUnity("GameManager","FromAndroid", content);
return true;
}
}
因为我代码里有部分微信 的调用逻辑 所以接下载创建脚本 WeChatSDK?
package com.***.***;
import android.app.Activity;
import android.content.BroadcastReceiver;
import android.content.Context;
import android.content.Intent;
import android.content.IntentFilter;
import android.util.Log;
import com.anda.hunter.util.Constants;
import com.tencent.mm.opensdk.constants.ConstantsAPI;
import com.tencent.mm.opensdk.modelmsg.SendAuth;
import com.tencent.mm.opensdk.modelpay.PayReq;
import com.tencent.mm.opensdk.openapi.IWXAPI;
import com.tencent.mm.opensdk.openapi.WXAPIFactory;
public class WeChatSDK {
private static final String TGA="WeChatSDK";
//调起微信支付API的对象
private static IWXAPI m_WxApi;
private static Activity mActivity;
private static UnityActivity unityActivity;
public static boolean Init(Activity activity){
unityActivity=new UnityActivity();
mActivity=activity;
//创建微信API对想
m_WxApi= GetWXAPI();
if(m_WxApi==null)return false;
if(!m_WxApi.isWXAppInstalled()){
return false;
}
//注册APP
m_WxApi.registerApp(Constants.WX_APP_ID);
//建议动态监听微信启动广播进行注册到微信
mActivity.registerReceiver(new BroadcastReceiver() {
@Override
public void onReceive(Context context, Intent intent) {
m_WxApi.registerApp(Constants.WX_APP_ID);
}
},new IntentFilter(ConstantsAPI.ACTION_REFRESH_WXAPP));
return true;
}
public static IWXAPI GetWXAPI(){
if(m_WxApi==null){
m_WxApi= WXAPIFactory.createWXAPI(mActivity, Constants.WX_APP_ID);
}
return m_WxApi;
}
/**
* 调用微信登录
*/
public static boolean OpenWechatLogin(){
try{
final SendAuth.Req req=new SendAuth.Req();
req.scope="snsapi_userinfo";
req.state="wechat_sdk";
m_WxApi.sendReq(req);
Log.e("unity", "Pay: 微信发起登录申请");
return true;
}catch (Exception e){
Log.e("unity", "Pay: 微信登录申请失败");
return false;
}
}
/**
*
* @param appID 应用ID
* @param partnerID 商务号,开放平台上获取
* @param prepayID 订单信息,从微信后台下单后获取
* @param packageValue 扩展字段。目前是写死的"Sign=WXPay"
* @param nonceStr 随机字符串,后端获取
* @param timeStamp 十位时间戳
* @param sign 签名,签名获取请参考微信支付的官方文档。
*/
public static boolean Pay(final String appID,final String partnerID,
final String prepayID,final String packageValue,
final String nonceStr,final String timeStamp,
final String sign)
{
try{
PayReq req=new PayReq();
req.appId=appID;
req.partnerId=partnerID;
req.prepayId=prepayID;
req.packageValue=packageValue;
req.nonceStr=nonceStr;
req.timeStamp=timeStamp;
req.sign=sign;
m_WxApi.sendReq(req);
Log.e("unity", "Pay: 微信发起支付申请");
unityActivity.showToast(String.format("appId=%s,%n partnerID=%s,%n prepayID=%s,%n packageValue=%s,%n nonceStr=%s,%n timeStamp=%s,%n sign=%s",
appID,partnerID,prepayID,packageValue,nonceStr,timeStamp,sign));
return true;
}catch (Exception e){
Log.e("unity", "Pay: 微信支付申请失败!");
return false;
}
}
}
在创建一个配置微信APPID的类 Constants
package com.***.***.util;
public class Constants {
public static String WX_APP_ID = "***************";//从微信开放平台申请得到的APPID
}
?到这里 如果打包没问题、? 按照微信文档 生成的第三方应用签名 填写没问题 、你有后端帮助你生成微信订单号,时间戳,随机字符串,签名 、Unity方面调用android 没问题(我还没写? 你自己会也可以)的话你应该是可以调起微信的 登录/支付 页了。
接下来写回调,调起支付或则登录页 操作完成后 需要微信告诉你的app 操作结果?
在你的包名下新建一个package 文件夹 名字必须叫 wxapi?
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先处理微信登录的回调 在wxapi 下创建一个类名字必须是 WXEntryActivity
package com.***.***.wxapi;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.util.Log;
import com.anda.hunter.UnityActivity;
import com.anda.hunter.util.Constants;
import com.tencent.mm.opensdk.constants.ConstantsAPI;
import com.tencent.mm.opensdk.modelbase.BaseReq;
import com.tencent.mm.opensdk.modelbase.BaseResp;
import com.tencent.mm.opensdk.modelmsg.SendAuth;
import com.tencent.mm.opensdk.openapi.IWXAPI;
import com.tencent.mm.opensdk.openapi.IWXAPIEventHandler;
import com.tencent.mm.opensdk.openapi.WXAPIFactory;
public class WXEntryActivity extends Activity implements IWXAPIEventHandler {
///通知Unity哪个物体GameObjectName 哪个方法CallBackFuncName
public static String GameObjectName = "GameManager";//GameObjectName 的 WXPayCallback方法
public static String WXPayCallback = "WXPayCallback";//
public static String WXLoginCallback="WXLoginCallback";
private UnityActivity unityActivity;
private IWXAPI api;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
unityActivity=new UnityActivity();
unityActivity.showToast("WXEntryActivity-onCreate");
api= WXAPIFactory.createWXAPI(this, Constants.WX_APP_ID);
api.handleIntent(getIntent(),this);
/*
if(WeChatSDK.GetWXAPI()!=null){
//把接受到的Intent给wxapi这个对象,它会解析回调结果,通过我们实现的IWXAPIEventHandler接口回调给我们
WeChatSDK.GetWXAPI().handleIntent(getIntent(), this);
unityActivity.showToast("WXAPI为空");
}else {
unityActivity.showToast("WXAPI为空");
}
*/
}
@Override
protected void onNewIntent(Intent intent) {
super.onNewIntent(intent);
setIntent(intent);
//WeChatSDK.GetWXAPI().handleIntent(intent, this);
api.handleIntent(getIntent(),this);
unityActivity.showToast("WXEntryActivity-onNewIntent");
}
// 微信发送请求到第三方应用时,会回调到该方法
@Override
public void onReq(BaseReq req) {
switch (req.getType()) {
case ConstantsAPI.COMMAND_GETMESSAGE_FROM_WX:
break;
case ConstantsAPI.COMMAND_SHOWMESSAGE_FROM_WX:
break;
case ConstantsAPI.COMMAND_LAUNCH_BY_WX:
break;
default:
break;
}
}
// 第三方应用发送到微信的请求处理后的响应结果,会回调到该方法
@Override
public void onResp(BaseResp resp) {
unityActivity.showToast("WXEntryActivity---回调响应");
switch (resp.getType()) {
case ConstantsAPI.COMMAND_LAUNCH_BY_WX:
break;
case ConstantsAPI.COMMAND_SENDAUTH:
onSendAuthResp(resp);
break;
case ConstantsAPI.COMMAND_PAY_BY_WX:
break;
default:
break;
}
finish();
}
/**
* 授权回调,获取code后发往服务端,获取access_token
* @param resp 回调码
*/
public void onSendAuthResp(BaseResp resp) {
int errorCode = resp.errCode;
switch (errorCode)
{
case BaseResp.ErrCode.ERR_OK:
//用户同意
//SendAuth.Resp authResp = (SendAuth.Resp) resp;
String code = ((SendAuth.Resp) resp).code;
unityActivity.callUnity(GameObjectName,WXLoginCallback, "0;"+code);
unityActivity.showToast("用户同意");
break;
case BaseResp.ErrCode.ERR_AUTH_DENIED:
//用户拒绝
unityActivity.callUnity(GameObjectName,WXLoginCallback, "-4;用户拒绝");
unityActivity.showToast("用户拒绝");
break;
case BaseResp.ErrCode.ERR_USER_CANCEL:
//用户取消
unityActivity.callUnity(GameObjectName,WXLoginCallback, "-2;用户取消");
unityActivity.showToast( "用户取消");
break;
}
}
}
?然后处理微信支付的回调 ,当然这两个互相是没有关系的 单独用其中某一个都可以
wxapi下创建一个 WXPayEntryActivity 名字必须是这个
package com.***.***.wxapi;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.util.Log;
import com.anda.hunter.UnityActivity;
import com.anda.hunter.util.Constants;
import com.tencent.mm.opensdk.constants.ConstantsAPI;
import com.tencent.mm.opensdk.modelbase.BaseReq;
import com.tencent.mm.opensdk.modelbase.BaseResp;
import com.tencent.mm.opensdk.openapi.IWXAPI;
import com.tencent.mm.opensdk.openapi.IWXAPIEventHandler;
import com.tencent.mm.opensdk.openapi.WXAPIFactory;
public class WXPayEntryActivity extends Activity implements IWXAPIEventHandler {
private static final String TAG = "WXPayEntryActivity";
public static String GameObjectName = "GameManager";//GameObjectName 的 WXPayCallback方法
public static String WXPayCallback = "WXPayCallback";//
private IWXAPI api;
private UnityActivity unityActivity;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// setContentView(R.layout.pay_result);
unityActivity=new UnityActivity();
unityActivity.showToast("WXPayEntryActivity-onCreate");
api = WXAPIFactory.createWXAPI(this, Constants.WX_APP_ID);
api.handleIntent(getIntent(), this);
}
@Override
protected void onNewIntent(Intent intent) {
super.onNewIntent(intent);
setIntent(intent);
api.handleIntent(intent, this);
}
@Override
public void onReq(BaseReq req) {
}
@Override
public void onResp(BaseResp resp) {
unityActivity.showToast("WXPayEntryActivity---回调响应");
switch (resp.getType()) {
case ConstantsAPI.COMMAND_PAY_BY_WX:
onPlyResp(resp);
break;
default:
break;
}
finish();
}
public void onPlyResp(BaseResp resp){
int errorCode = resp.errCode;
switch (errorCode){
case BaseResp.ErrCode.ERR_OK:
Log.e("unity", "支付成功");
unityActivity.callUnity(GameObjectName,WXPayCallback,"0;支付成功");
unityActivity.showToast( "支付成功");
break;
case BaseResp.ErrCode.ERR_USER_CANCEL:
Log.e("unity", String.valueOf(errorCode));
unityActivity.callUnity(GameObjectName,WXPayCallback,"-2;取消支付");
unityActivity.showToast( "取消支付");
break;
default:
Log.e("unity", "支付失败");
unityActivity.callUnity(GameObjectName,WXPayCallback,errorCode+";支付失败");
unityActivity.showToast( "支付失败");
break;
}
}
}
?然后还有一步 就是修改你 android Library 中的 AndroidManifest.xml 文件
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.***.***">
<application
android:allowBackup="true">
<activity android:name="com.***.***.wxapi.WXEntryActivity"
android:exported="true"
android:taskAffinity="com.***.***" //你的包名
android:launchMode="singleTop"
/>
<activity android:name="com.***.***.wxapi.WXPayEntryActivity"
android:exported="true"
android:taskAffinity="com.***.***" //你的包名
android:launchMode="singleTop"
/>
</application>
<queries>
<package android:name="com.tencent.mm" />
</queries>
</manifest>
?到这 android 代码就已经写完了??
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如图选择 没有报错 打包成功后 就可以复制你的aar了
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?将arr 放置到Unity中如图所示 wechattool 无用不必在意,上面我让你们复制的微信aar 包最好也放进来,我当初直觉上觉得它应该在这块,就放这了,我也没试过不放这 会不会调不起来微信,所以你们最好也放这,如果你们没放这也调起来了 请告诉我^_^
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?然后编写Unity 调用android 的代码 ,Unity工程中创建一个类 AndroidManager
//using QFramework;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_ANDROID
using UnityEngine.Android;
#endif
public class AndroidManager : MonoBehaviour
{
#if UNITY_ANDROID
void Start()
{
InitMyAndroidActivity();
}
AndroidJavaObject mUnityActivity;
public void InitMyAndroidActivity()
{
mUnityActivity = new AndroidJavaObject("com.***.***.UnityActivity");
}
public void FromAndroid(string content)
{
print(content);
}
Action<WXLoginState, string> OnOpenWechatLoginAction;
public void OnOpenWechatLogin(Action<WXLoginState, string> callBack)
{
mUnityActivity.Call("WeChatLogin");
OnOpenWechatLoginAction = callBack;
}
public void WXLoginCallback(string content)
{
print($"微信登录回调=[{content}]");
string[] args=content.Split(';');
switch (args[0]) {
case"0":
OnOpenWechatLoginAction?.Invoke(WXLoginState.OK, args[1]);
break;
case"-2":
OnOpenWechatLoginAction?.Invoke(WXLoginState.Denied, args[1]);
break;
case "-4":
OnOpenWechatLoginAction?.Invoke(WXLoginState.Chancel, args[1]);
break;
}
}
Action<WXPayState, string> OnOpenWechatPayAction;
public void WXPay(string appid,string partnerid,string prepayid,string package,string noncestr,string timestamp,string sign , Action<WXPayState, string> callBack)
{
mUnityActivity.Call("WeChatPay", appid, partnerid, prepayid, package, noncestr, timestamp, sign);
OnOpenWechatPayAction=callBack;
}
public void WXPayCallback(string content)
{
print($"微信支付回调=[{content}]");
string[] args = content.Split(';');
switch (args[0])
{
case "0":
OnOpenWechatPayAction?.Invoke(WXPayState.OK, args[1]);
break;
case "-2":
OnOpenWechatPayAction?.Invoke(WXPayState.Chancel, args[1]);
break;
default:
OnOpenWechatPayAction?.Invoke(WXPayState.Other, args[1]);
break;
}
}
#endif
}
public enum WXLoginState
{
OK,
Denied=-2,
Chancel=-4,
Other=-1
}
public enum WXPayState
{
OK,
Chancel=-2,
Other
}
到这 android 微信接入已经完成了,不需要IOS的可以离开了,下面开始介绍IOS 接入
?Ios 搞了我近乎一周的时间 刚开始 用百度 度娘不靠谱 搜到的 都是陈年老文章,后来还是谷歌 解决了问题
IOS 首先是UniversalLink 的配置,放到域名根目录 ,TeamID 登录使用的开发者账号去网页上查看,其他的百度就好了 配置教程很多很多
然后下载微信IOS SDK包 放入Unity工程中
Ios 使用 object-c 来编写 我也不会oc 所以 都是网上拼凑出来的 不过能用,先上图
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?首先 创建一个 WXApiManager.h 这个是头文件? 熟悉c 的都知道,不熟悉的跟我做就行了
// WXApiManager.h
#import <Foundation/Foundation.h>
#import "WXApi.h"
@interface WXApiManager : NSObject<WXApiDelegate>
+ (instancetype)sharedManager;
@end
然后在创建?WXApiManager.m 这个里面就是写逻辑了 ,这个类主要处理 微信的回调
#import "WXApiManager.h"
@implementation WXApiManager
// 单例
+(instancetype)sharedManager {
static dispatch_once_t onceToken;
static WXApiManager *instance;
dispatch_once(&onceToken, ^{
instance = [[WXApiManager alloc] init];
});
return instance;
}
- (void)onResp:(BaseResp *)resp {
// TODO 微信回调,调用微信SDK的sendReq,会回调此方法,登录、分享等都是回调到这里
callUnity("FromIos","微信回调");
if([resp isKindOfClass:[SendAuthResp class]])
{
SendAuthResp *temp = (SendAuthResp*)resp;
int errorCode = temp.errCode;
switch (errorCode) {
case 0:
{
printf("登录成功-xcode");
NSString* str =@"0;";
NSString* str1=[str stringByAppendingString: temp.code];
callUnity("WXLoginCallback",[str1 UTF8String]);
break;
}
case -2:
printf("用户取消");
callUnity("WXLoginCallback","-2;用户取消");
break;
case -4:
printf("用户拒绝授权");
callUnity("WXLoginCallback","-4;用户拒绝授权");
break;
default:
printf("登录失败");
callUnity("WXLoginCallback","-1;登录失败");
break;
}
}
if ([resp isKindOfClass:[PayResp class]]){
PayResp *response = (PayResp*)resp;
switch(response.errCode){
case WXSuccess:
//服务器端查询支付通知或查询API返回的结果再提示成功
NSLog(@"\n\n\n\n\n支付成功\n\n\n\n\n\n");
callUnity("WXPayCallback","0;支付成功");
//发送通知给带有微信支付功能的视图控制器,告诉他支付成功了,请求后台订单状态,如果后台返回的订单也是成功的状态,那么可以进行下一步操作
//[[NSNotificationCenter defaultCenter] postNotificationName:@"WeiXinPaysucceed" object:nil userInfo:nil];
break;
default:
/*
resp.errCode = 2 用户取消支付
resp.errCode = -1 错误
*/
NSLog(@"支付失败,retcode=%d ---- %@",resp.errCode,resp.errStr);
callUnity("WXPayCallback","-1;支付失败");
break;
}
}
}
- (void)onReq:(BaseReq *)req {
// TODO 微信回调,从微信端主动发送过来的请求
}
//防止内存泄漏,崩溃,这里进行参数转换
char* MakeStringCopy(const char* string){
if(string == NULL){
return NULL;
}
char* res = (char*)malloc(strlen(string)+1);
strcpy(res, string);
return res;
}
void callUnity(const char* funcName,const char* message)
{
UnitySendMessage("GameManager", funcName, MakeStringCopy(message));
}
@end
然后接下来是 一个继承 UnityAppController 类的?MyAppController ,这个主要是为了避免在Xcod 里面更改UnityAppController类,做到不用再Xcod里编写代码,具体逻辑全部在Unity中写好
// MyAppController.mm
#import "WXApi.h"
#import "UnityAppController.h"
#import "WXApiManager.h"
@interface MyAppController : UnityAppController
@end
IMPL_APP_CONTROLLER_SUBCLASS (MyAppController)
@implementation MyAppController
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
[super application:application didFinishLaunchingWithOptions:launchOptions];
// TODO
callUnity("FromIos","didFinishLaunchingWithOptions MyAppController初始化");
return YES;
}
- (BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url {
callUnity("FromIos","handleOpenURL 执行");
return [WXApi handleOpenURL:url delegate:[WXApiManager sharedManager]];
}
- (BOOL)application:(UIApplication *)application openURL:(NSURL *)url sourceApplication:(NSString *)sourceApplication annotation:(id)annotation {
callUnity("FromIos","openURL 执行");
return [WXApi handleOpenURL:url delegate:[WXApiManager sharedManager]];
}
- (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity restorationHandler:(void(^)(NSArray<id<UIUserActivityRestoring>> * __nullable restorableObjects))restorationHandler
{
callUnity("FromIos","continueUserActivity 执行");
return [WXApi handleOpenUniversalLink:userActivity delegate:[WXApiManager sharedManager]];
}
void callUnity(const char* funcName,const char* message)
{
UnitySendMessage("GameManager", funcName, message);
}
@end
接下来 写一个 Unity 直接会调用的类NativeBridge.m
//
// NativeBridge.m
// Unity-iPhone
//
#import <Foundation/Foundation.h>
#import "WXApi.h"
#import "WXApiManager.h"
//这是向微信终端注册你的appid
void RegisterApp(const char* appid)
{
NSString *weichatId = [NSString stringWithFormat:@"%s", appid];
BOOL installed = [WXApi isWXAppInstalled];
NSLog(@"installed result: %@", installed?@"true":@"false");
BOOL result = [WXApi registerApp:weichatId universalLink:(@"https://record.nmgshuangchuang.com:6001/")];
NSLog(@"result: %@", result?@"true":@"false");
}
//微信登录
void _WechatLogin()
{
if([WXApi isWXAppInstalled] ==false)
{
NSLog(@"请先安装微信客户端");
return;
}
//登录
SendAuthReq* req = [[SendAuthReq alloc] init];
req.scope = @"snsapi_userinfo";
req.state = [NSString stringWithFormat:@"%s", "wechat_sdk"];
//[WXApi sendReq:req];
[WXApi sendReq:req completion:^(BOOL success) { NSLog(@"唤起微信:%@", success ? @"成功" : @"失败"); }];
}
//微信支付
void _WechatPay(char* appid,char* partnerid,char *prepayid,char *noncster,char *time,char *sign)
{
PayReq *request = [[PayReq alloc]init];
request.openID =[NSString stringWithUTF8String:appid];
//商家id
request.partnerId = [NSString stringWithUTF8String:partnerid];
//订单id
request.prepayId = [NSString stringWithUTF8String:prepayid];
//扩展字段(官方文档:暂时填写固定值)
request.package = @"Sign=WXPay";
//随机字符串
request.nonceStr = [NSString stringWithUTF8String:noncster];
//时间戳
//request.timeStamp = (UInt32)[[NSDate date] timeIntervalSince1970];
NSMutableString *stampmp =[[NSString stringWithUTF8String:time] mutableCopy];
request.timeStamp = stampmp.intValue;
request.sign =[NSString stringWithUTF8String:sign];
//带起微信支付
if ([WXApi isWXAppInstalled])
{
[WXApi sendReq:request completion:^(BOOL success){
NSLog(@"唤起微信:%@",success ? @"成功":@"失败");
}];
}else
{
//未安装微信客户端
[[[UIAlertView alloc]initWithTitle:@"测试demo" message:@"您还未安装微信客户端,请前往Appstore下载或者选择其他支付方式!" delegate:nil cancelButtonTitle:@"知道了" otherButtonTitles:nil, nil]show];
}
}
//判断是否安装微信
bool IsWechatInstalled_iOS()
{
return [WXApi isWXAppInstalled];
}
到这 IOS 代码完成了
接下来在Unity写一个打包时自动化配置XCod 一系列设置的脚本,先上图
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using UnityEditor;
using System.IO;
using UnityEngine;
#if UNITY_IOS && UNITY_EDITOR
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
#endif
public static class XCodePostProcessBuild
{
#if UNITY_IOS && UNITY_EDITOR
private static readonly string[] csAddFrameworks = new string[]{
"Security.framework","WebKit.framework", "CoreGraphics.framework"
};
[PostProcessBuild(1)]
public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)
{
if(BuildTarget.iOS != buildTarget)
{
return;
}
string projectPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
SetFrameworksAndBuildSettings(projectPath);
SetInfoList(pathToBuiltProject, "com.anda.hunter", "wx4a9839d785b40916");
SetAssociatedDomains(projectPath, "record.nmgshuangchuang.com:6001/");
}
private static void SetFrameworksAndBuildSettings(string path)
{
PBXProject proj = new PBXProject();
proj.ReadFromString(File.ReadAllText(path));
string target = proj.GetUnityMainTargetGuid();
Debug.Log("Target Name is " + target);
// 设置 BuildSettings
proj.AddBuildProperty(target, "Other Linker Flags", "-Objc -all_load");
proj.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
//根据微信SDK文档的要求,加入相关的Frameworks
for (int i = 0; i < csAddFrameworks.Length; ++i)
{
if (!proj.ContainsFramework(target, csAddFrameworks[i]))
proj.AddFrameworkToProject(target, csAddFrameworks[i], false);
}
File.WriteAllText(path, proj.WriteToString());
}
public static void SetInfoList(string buildPath, string wxUrlName, string wxScheme)
{
string listPath = buildPath + "/Info.plist";
PlistDocument plist = new PlistDocument();
plist.ReadFromString(File.ReadAllText(listPath));
// 在“info”标签栏的“URL type“添加“URL scheme”,值为你在微信后台注册的应用程序的 AppID
PlistElementArray urlArray = plist.root.CreateArray("CFBundleURLTypes");
PlistElementDict dict = urlArray.AddDict();
dict.SetString("CFBundleTypeRole", "Editor");
dict.SetString("CFBundleURLName", wxUrlName);
PlistElementArray urlSchemes = dict.CreateArray("CFBundleURLSchemes");
urlSchemes.AddString(wxScheme);
// 在 “info”标签栏的“LSApplicationQueriesSchemes“添加weixin wechat和weixinULAPI
PlistElementArray wxArray = plist.root.CreateArray("LSApplicationQueriesSchemes");
wxArray.AddString("weixin");
wxArray.AddString("wechat");
wxArray.AddString("weixinULAPI");
File.WriteAllText(listPath, plist.WriteToString());
}
// 设置Associated Domains
public static void SetAssociatedDomains(string pbxProjectPath, string domainUrl)
{
//默认 Target Name, 你自己的可能不一样
string targetName = "Unity-iPhone";
//Set the entitlements file name to what you want but make sure it has this extension
string entitlementsFileName = "my_app.entitlements";
var entitlements = new ProjectCapabilityManager(pbxProjectPath, entitlementsFileName, targetName);
entitlements.AddAssociatedDomains(new string[] { "applinks:" + domainUrl });
entitlements.WriteToFile();
}
#endif
}
?最后上Unity 调用代码
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
//using QFramework;
using System;
//using QFramework.Example;
public class IOSManager : MonoBehaviour
{
#if UNITY_IOS
// Start is called before the first frame update
void Start()
{
RegisterApp("*************");//微信 appid
}
// Update is called once per frame
void Update()
{
}
//这个方法就是引用在 xcode 中编写的方法,与 iOS 连接的桥梁
[DllImport("__Internal")]
private static extern void RegisterApp(string appId);
[DllImport("__Internal")]
private static extern void _WechatLogin();
[DllImport("__Internal")]
private static extern void _WechatPay(string appid, string partnerid, string prepayid, string noncestr, string timestamp, string sign);
[DllImport("__Internal")]
private static extern bool IsWechatInstalled_iOS();
Action<WXLoginState, string> OnOpenWechatLoginAction;
public void OnOpenWechatLogin(Action<WXLoginState, string> callBack)
{
//mUnityActivity.Call("WeChatLogin");
if (!IsWechatInstalled_iOS())
{
UIKit.OpenPanel<TipsPanel>(new TipsPanelData() { message = "微信未安装" });
return;
}
_WechatLogin();
OnOpenWechatLoginAction = callBack;
}
public void WXLoginCallback(string content)
{
print($"微信登录回调=[{content}]");
string[] args = content.Split(';');
switch (args[0])
{
case "0":
OnOpenWechatLoginAction?.Invoke(WXLoginState.OK, args[1]);
break;
case "-2":
OnOpenWechatLoginAction?.Invoke(WXLoginState.Denied, args[1]);
break;
case "-4":
OnOpenWechatLoginAction?.Invoke(WXLoginState.Chancel, args[1]);
break;
default:
OnOpenWechatLoginAction?.Invoke(WXLoginState.Other, args[1]);
break;
}
}
Action<WXPayState, string> OnOpenWechatPayAction;
public void WXPay(string appid, string partnerid, string prepayid, string package, string noncestr, string timestamp, string sign, Action<WXPayState, string> callBack)
{
//mUnityActivity.Call("WeChatPay", appid, partnerid, prepayid, package, noncestr, timestamp, sign);
_WechatPay(appid, partnerid, prepayid, noncestr, timestamp, sign);
OnOpenWechatPayAction = callBack;
}
public void WXPayCallback(string content)
{
print($"微信支付回调=[{content}]");
string[] args = content.Split(';');
switch (args[0])
{
case "0":
OnOpenWechatPayAction?.Invoke(WXPayState.OK, args[1]);
break;
case "-2":
OnOpenWechatPayAction?.Invoke(WXPayState.Chancel, args[1]);
break;
default:
OnOpenWechatPayAction?.Invoke(WXPayState.Other, args[1]);
break;
}
}
public void FromIos(string content)
{
print(content);
}
#endif
}
到这 如果有不清楚的 百度就好 我也下班了就不写了
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