前言:
在Unity里面能走到这一步的,多半前面已经经历了iOS 和Unity传值交互的痛苦历程。有了前面的代码经验,这次要做的事情,就是在交互基础之上,了解如何自动配置Unity生成Xcode项目,使得每次打包即可真机调试而不必每次都要去修改签名证书,添加framework累死个人。
传值系列
iOS Unity 交互(系列一)Unity调用iOS函数 Unity给iOS传值
iOS Unity 交互(系列二)iOS调用Unity函数 iOS给Unity传值
iOS Unity 交互(系列三)iOS Unity互传参数与完整示例代码
iOS Unity 交互(系列四)Unity调用iOS SDK
本次实验的环境:
1、苹果电脑安装:Xcode(Version 13.2.1 (13C100)),Unity(Version 2020.3.25f1c1 Personal),VSCode(这个随意吧)
2、苹果手机真机,用于调试。
实现场景
Unity集成支付宝和微信SDK。
让Unity生成Xcode项目,并且在生成Xcode项目的时候,脚本自动配置Xcode项目所需要的 framework,info.plist,代码签名,证书,等等。
生成项目之后即可调用支付宝和微信SDK进行付款操作。
备注
操作太多了,仔细写要写上大半天。这里就直接贴图讲解细节和一些注意的点。
工程的初始化配置
1.png关于支付宝SDK
原始的支付宝SDK是同时支持真机架构和模拟器架构的。如果直接导入原始支付宝SDK到Unity项目里,生成的Xcode项目在运行的时候会报错,会给你搞出什么 arm64 architecture 之类的错误。所以我们需要把支付宝SDK里面的模拟器架构剔除。微信SDK则不需要。
在命令行里运行以下代码:
//1 切换到外层的文件夹,查看架构
cd /Users/zhaoxin/Desktop/Ali_iOS_SDK
lipo -info AlipaySDK.framework/AlipaySDK
//2 切换到 cd /Users/zhaoxin/Desktop/Ali_iOS_SDK/AlipaySDK.framework 剔除模拟器
lipo -remove i386 AlipaySDK -o AlipaySDK
lipo -remove x86_64 AlipaySDK -o AlipaySDK
2.png
关于生成Xcode项目
Unity现在已经可以在面板上直接配置项目的某些参数,以前好像是要写脚本代码去改的。
在Unity里面依次寻找:File → Build Settings → Player Settings,如下图:
我的示例代码文件目录结构
4.png图片中的示例代码:
C# 脚本代码 AliWxPayDemo
using System.Runtime.InteropServices;
using UnityEngine;
public class AliWxPayDemo : MonoBehaviour
{
//定义函数 支付宝支付
[DllImport("__Internal")]
private static extern void IOSAliPay(string objectName, string payOrder, string scheme);
//注册微信
[DllImport("__Internal")]
private static extern void IOSRegistWxApi(string objectName, string WXAppKey, string WXAppUniversalLink);
//定义函数 微信支付
[DllImport("__Internal")]
private static extern void IOSWxPay(string openID, string partnerId, string prepayId, string nonceStr, string timeStamp, string package, string sign);
void Start() { }
void Update() { }
void OnGUI()
{
if (GUI.Button(new Rect(150, 400, 700, 150), "点击使用支付宝"))
{
string alipay = "这个支付字符串来自于后端,在传参的时候换成你自己的支付字符串";
alipay = "service=mobile.securitypay.pay&partner=608896586645411740&_input_charset=utf-8¬ify_url=http%7A%6F%6Fopen.jike%6Fcallback%6Falipay&out_trade_no=60664894135456448&subject=%88%B1%E5%8A%A8-%E8%AF%BE%E7%A8%8B%E9%A6%84%E7%BA%A6-606601665448&body=%E7%88%B1%E5%8A%A8-%E8%AF%BE%E8%8B%E9%A6%84%E7%BA%A6-60660166506448&payment_type=1&total_fee=0.01&seller_id=6088045411740&it_b_pay=70m&sign_type=RSA&sign=AYHT%6F0tyV8oG7Fs8s6YlqpnZb4nW74nmDkWCVOLRpB5aoPzOuiCp%6BSCvyXrtC6Q9IaxFXU79432y9hka9v87L880uPgPCqHaOC1kWBm%6FSGuIRM4WRukI7VdZWlF7TuXB%6BM1ZgJKFfd486132SDLliY4B4ZkDRZgetE%7D";
IOSAliPay("PayObject", alipay, iOSPayConfig.Ali_Pay_Schema);
}
if (GUI.Button(new Rect(150, 800, 700, 150), "点击使用微信"))
{
//先注册微信
IOSRegistWxApi("PayObject", iOSPayConfig.WXAppKey, iOSPayConfig.WXAppUniversalLink);
//然后调用微信支付
IOSWxPay("wx765vb987v5123d70", "1666707801", "wx661178461614106f6b7d46c6c0b640000", "8d66017766a641fab68d86a79054071", "164717894656", "Sign=WXPay", "B561D744E816D7DD015C0D76DCE99D4");
}
}
//来自OC的函数 支付宝支付结果回调
public void IOS_Ali_Pay_Result(string dictionaryString)
{
Debug.Log("C# 收到 支付宝 回调:" + dictionaryString);
}
//来自OC的函数 微信支付结果回调
public void IOS_Wx_Pay_Result(string dictionaryString)
{
Debug.Log("C# 收到 微信 回调:" + dictionaryString);
}
}
C# 脚本代码 BuildCallback
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System.IO;
using UnityEditor.XCodeEditor;
using System;
public class BuildCallback : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
int IOrderedCallback.callbackOrder { get { return 0; } }
System.DateTime startTime;
//打包前事件
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
startTime = System.DateTime.Now;
Debug.Log("开始打包 : " + startTime);
}
//打包后事件
void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
{
System.TimeSpan buildTimeSpan = System.DateTime.Now - startTime;
Debug.Log("打包成功,耗时 : " + buildTimeSpan);
}
//回调 打包后处理
[PostProcessBuild(1)]
public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
{
if (target != BuildTarget.iOS)
{
return;
}
var projPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
var proj = new PBXProject();
proj.ReadFromFile(projPath);
//var targetGUID = proj.TargetGuidByName("Unity-iPhone");
//var targetGUID = proj.GetUnityMainTargetGuid();
var targetGUID = proj.GetUnityFrameworkTargetGuid();
proj.AddBuildProperty(targetGUID, "OTHER_LDFLAGS", "-ObjC -all_load"); //微信开发文档要求在 Other Link Flags 里面添加 "-ObjC -all_load" 但是实际验证发现生成的Xcode项目这句比并没有添加上,然而不影响使用
//proj.SetBuildProperty(targetGUID, "ENABLE_BITCODE", "NO");
// 添加系统库
// 这里是支付宝需要用到系统库,如果不引入系统库, Unity生成Xcode项目运行必定报错,各种缺
/*
* 举例: 如果没有引入 WebKit.framework 就会报如下错误:
ld: warning: arm64 function not 4-byte aligned: _unwind_tester from /Users/zhaoxin/Desktop/支付宝微信合并Demo/ios_generate_proj/Libraries/libiPhone-lib.a(unwind_test_arm64.o)
Undefined symbols for architecture arm64:
"_OBJC_METACLASS_$_WKWebView", referenced from:
_OBJC_METACLASS_$_MQPWebView in AlipaySDK
*/
proj.AddFrameworkToProject(targetGUID, "libz.tbd", false);
proj.AddFrameworkToProject(targetGUID, "libc++.tbd", false);
proj.AddFrameworkToProject(targetGUID, "CoreText.framework", false);
proj.AddFrameworkToProject(targetGUID, "CoreTelephony.framework", false);
proj.AddFrameworkToProject(targetGUID, "CoreMotion.framework", false);
proj.AddFrameworkToProject(targetGUID, "CoreGraphics.framework", false);
proj.AddFrameworkToProject(targetGUID, "QuartzCore.framework", false);
proj.AddFrameworkToProject(targetGUID, "UIKit.framework", false);
proj.AddFrameworkToProject(targetGUID, "Foundation.framework", false);
proj.AddFrameworkToProject(targetGUID, "CFNetwork.framework", false);
proj.AddFrameworkToProject(targetGUID, "SystemConfiguration.framework", false);
proj.AddFrameworkToProject(targetGUID, "WebKit.framework", false);
// 这里是微信需要使用到的系统库
proj.AddFrameworkToProject(targetGUID, "CoreGraphics.framework", false);
proj.AddFrameworkToProject(targetGUID, "WebKit.framework", false);
proj.AddFrameworkToProject(targetGUID, "Security.framework", false);
//proj.AddFrameworkToProject(targetGUID, "VideoToolbox.framework", false);
//proj.AddFrameworkToProject(targetGUID, "StoreKit.framework", false);
//proj.AddFrameworkToProject(targetGUID, "Security.framework", false);
//proj.AddFrameworkToProject(targetGUID, "ReplayKit.framework", false);
//proj.AddFrameworkToProject(targetGUID, "Photos.framework", false);
//proj.AddFrameworkToProject(targetGUID, "MultipeerConnectivity.framework", false);
//proj.AddFrameworkToProject(targetGUID, "MobileCoreServices.framework", false);
//proj.AddFrameworkToProject(targetGUID, "MetalPerformanceShaders.framework", false);
//proj.AddFrameworkToProject(targetGUID, "MediaToolbox.framework", false);
//proj.AddFrameworkToProject(targetGUID, "MediaPlayer.framework", false);
//proj.AddFrameworkToProject(targetGUID, "libresolv.9.tbd", false);
//proj.AddFrameworkToProject(targetGUID, "libiconv.tbd", false);
//proj.AddFrameworkToProject(targetGUID, "libcompression.tbd", false);
//proj.AddFrameworkToProject(targetGUID, "libc++abi.tbd", false);
//proj.AddFrameworkToProject(targetGUID, "JavaScriptCore.framework", false);
//proj.AddFrameworkToProject(targetGUID, "GLKit.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AVFoundation.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AudioToolbox.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AssetsLibrary.framework", false);
//proj.AddFrameworkToProject(targetGUID, "Accelerate.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AuthenticationServices.framework", false);
//proj.AddFrameworkToProject(targetGUID, "libil2cpp.a", false);
//proj.AddFrameworkToProject(targetGUID, "libiPhone-lib.a", false);
//proj.AddFrameworkToProject(targetGUID, "AuthenticationServices.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AVKit.framework", false);
//proj.AddFrameworkToProject(targetGUID, "CoreMedia.framework", false);
//proj.AddFrameworkToProject(targetGUID, "CoreVideo.framework", false);
//proj.AddFrameworkToProject(targetGUID, "OpenAL.framework", false);
//proj.AddFrameworkToProject(targetGUID, "OpenGLES.framework", false);
//proj.AddFrameworkToProject(targetGUID, "libiconv.2.dylib", false);
//proj.AddFrameworkToProject(targetGUID, "LightGameSDK.framework", false);
//proj.AddFrameworkToProject(targetGUID, "Metal.framework", false);
//proj.AddFrameworkToProject(targetGUID, "libresolv.9.tbd", false);
//proj.AddFrameworkToProject(targetGUID, "CoreLocation.framework", false);
//proj.AddFrameworkToProject(targetGUID, "ImageIO.framework", false);
//proj.AddFrameworkToProject(targetGUID, "AdSupport.framework", false);
proj.WriteToFile(projPath);
var plistPath = Path.Combine(pathToBuiltProject, "Info.plist");
var plist = new PlistDocument();
plist.ReadFromFile(plistPath);
PlistElementDict rootDict = plist.root;
plist.root.SetString("NSPhotoLibraryAddUsageDescription", "需要相册权限");
plist.root.SetString("NSPhotoLibraryUsageDescription", "需要相册权限");
plist.root.SetString("NSCalendarsUsageDescription", "需要日历权限");
plist.root.SetString("NSMicrophoneUsageDescription", "录制屏幕需要麦克风权限");
plist.root.SetString("NSCameraUsageDescription", "需要相机权限");
plist.root.SetString("NSLocationWhenInUseUsageDescription", "需要定位权限");
// plist 里面 允许 http 请求
if (rootDict.values.ContainsKey("NSAppTransportSecurity"))
{ rootDict.values.Remove("NSAppTransportSecurity");}
PlistElementDict urlDict = rootDict.CreateDict("NSAppTransportSecurity");
urlDict.SetBoolean("NSAllowsArbitraryLoads", true);
//添加各种白名单
PlistElementArray queriesSchemes = rootDict.CreateArray("LSApplicationQueriesSchemes");
//queriesSchemes.AddString("douyinsharesdk");
//queriesSchemes.AddString("douyinopensdk");
//queriesSchemes.AddString("snssdk1128");
//queriesSchemes.AddString("toutiaoopensdk");
//queriesSchemes.AddString("wechat"); //微信白名单
queriesSchemes.AddString("weixinULAPI"); //微信白名单
queriesSchemes.AddString("weixin"); //微信白名单
//配置urlSchemes(数组里面有字典,字典里面有子数组)
PlistElementArray urlTypes = plist.root.CreateArray("CFBundleURLTypes");
PlistElementDict itemDict;
//添加支付宝的 URL Scheme
itemDict = urlTypes.AddDict();
itemDict.SetString("CFBundleTypeRole", "Editor");
itemDict.SetString("CFBundleURLName", "AliPay");
PlistElementArray zhifubaoSchemesArray = itemDict.CreateArray("CFBundleURLSchemes");
zhifubaoSchemesArray.AddString(iOSPayConfig.Ali_Pay_Schema);
//添加微信的 URL Scheme
itemDict = urlTypes.AddDict();
itemDict.SetString("CFBundleTypeRole", "Editor");
itemDict.SetString("CFBundleURLName", "weixin");
PlistElementArray weixinSchemes = itemDict.CreateArray("CFBundleURLSchemes");
weixinSchemes.AddString(iOSPayConfig.WXAppKey);
//添加第2个
//itemDict = urlTypes.AddDict();
//itemDict.SetString("CFBundleTypeRole", "Editor");
//PlistElementArray schemesArray2 = itemDict.CreateArray("CFBundleURLSchemes");
//schemesArray2.AddString("xxxx");
//添加第3个
//itemDict = urlTypes.AddDict();
//itemDict.SetString("CFBundleTypeRole", "Editor");
//itemDict.SetString("CFBundleURLName", "xxxx");
//PlistElementArray schemesArray3 = itemDict.CreateArray("CFBundleURLSchemes");
//schemesArray3.AddString("xxxx");
File.WriteAllText(plistPath, plist.WriteToString());
plist.WriteToFile(plistPath);
//编辑 Capability 在我这个版本,即使不添加 AssociatedDomains 也没有关系, 因为微信不走 - (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity 这个方法
//在高版本原生iOS App中,需要在 AssociatedDomains 里面配置微信的 UniversalLink 用于接收微信的回调
AddCapability(proj, pathToBuiltProject);
//编辑代码文件 得到xcode工程的路径
string path = Path.GetFullPath(pathToBuiltProject);
EditorCode(path);
UnityEngine.Debug.Log("Xcode 后续处理完成");
}
//编辑Xcode代码文件
private static void EditorCode(string filePath)
{
//读取UnityAppController.mm文件
XClass UnityAppController = new XClass(filePath + "/Classes/UnityAppController.mm");
//在Xcode工程入口处导入类 iOSPayHelper.h, 这个代码文件集成了 支付宝和微信支付的入口
UnityAppController.WriteBelow("#import \"UnityAppController.h\"", "#import \"iOSPayHelper.h\"");
//支付宝
//在Xcode工程入口函数 openurl 里添加处理支付回调拉起UnityApp的处理
UnityAppController.WriteBelow("AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);", " [[iOSPayHelper shared] handleAliPayURL:url];");
//微信
//注册微信, 一定是要在 - (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions 这里面注册微信, 如果只是从你写的 .mm 文件里面,使用支付的时候才去注册, 验证结果也是生效的, 为了防止后续因为版本缘故导致失效, 下面这两行写在 App启动入口的函数保留使用
//string code = " [WXApi registerApp:" + "@\"" + iOSPayConfig.WXAppKey + "\" " + "universalLink:" + "@\"" + iOSPayConfig.WXAppUniversalLink + "\"" + "];";
//UnityAppController.WriteBelow("[KeyboardDelegate Initialize];", code);
//在AppDelegate里面添加匿名分类,添加一个协议
UnityAppController.WriteBefore("@implementation UnityAppController", "@interface UnityAppController()<WXApiDelegate>\n@end");
//注意,在这3个函数里面, 最好都要添加微信处理的回调处理, 自己创建空白的项目然后使用微信支付 和 从Unity生成出来的项目使用微信支付, 微信的回调走的不是同一个 Application 里面的回调函数.
//在这3个地方都添加回调处理,可以最大范围涵盖微信可能走的系统回调函数, 也是因为这个, 花了大量时间去验证.
UnityAppController.WriteBefore("NSURL* url = userActivity.webpageURL;", " [WXApi handleOpenUniversalLink:userActivity delegate:self];");
UnityAppController.WriteBefore("- (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity", "- (BOOL)application:(UIApplication*)application handleOpenURL: (NSURL*)url {return [WXApi handleOpenURL: url delegate:self];}");
UnityAppController.WriteBelow("AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);", "[WXApi handleOpenURL: url delegate:self];");
//添加微信的代理函数
UnityAppController.WriteBefore("- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions", "- (void)onResp:(BaseResp *)resp {\n [[iOSPayHelper shared] handleWxPayResp:resp];\n}");
}
//添加 Capability
private static void AddCapability(PBXProject project, string pathToBuiltProject)
{
//string target = project.TargetGuidByName(PBXProject.GetUnityTargetName());
var target = project.GetUnityFrameworkTargetGuid();
// Add BackgroundModes And Need to modify info.plist
//project.AddCapability(target, PBXCapabilityType.BackgroundModes);
//project.AddCapability(target, PBXCapabilityType.InAppPurchase);
//project.AddCapability(target, PBXCapabilityType.AssociatedDomains);
// Need Create entitlements
string relativeEntitlementFilePath = "Unity-iPhone/Unity-iPhone.entitlements";
string absoluteEntitlementFilePath = pathToBuiltProject + "/" + relativeEntitlementFilePath;
PlistDocument tempEntitlements = new PlistDocument();
//添加钥匙串
//string key_KeychainSharing = "keychain-access-groups";
//var arr = (tempEntitlements.root[key_KeychainSharing] = new PlistElementArray()) as PlistElementArray;
//arr.values.Add(new PlistElementString("$(AppIdentifierPrefix)com.tencent.xxxx"));
//arr.values.Add(new PlistElementString("$(AppIdentifierPrefix)com.tencent.wsj.keystoregroup"));
//添加推送
//string key_PushNotifications = "aps-environment";
//tempEntitlements.root[key_PushNotifications] = new PlistElementString("development");
//添加关联网址
string key_Associated = "com.apple.developer.associated-domains";
var arr_Ass = (tempEntitlements.root[key_Associated] = new PlistElementArray()) as PlistElementArray;
arr_Ass.values.Add(new PlistElementString(iOSPayConfig.WXAssociatedDomains));
arr_Ass.values.Add(new PlistElementString(""));
project.AddCapability(target, PBXCapabilityType.AssociatedDomains, relativeEntitlementFilePath);
//project.AddCapability(target, PBXCapabilityType.PushNotifications, relativeEntitlementFilePath);
//project.AddCapability(target, PBXCapabilityType.KeychainSharing, relativeEntitlementFilePath);
string projPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
File.WriteAllText(projPath, project.WriteToString());
tempEntitlements.WriteToFile(absoluteEntitlementFilePath);
ModifyEntitlementFile(absoluteEntitlementFilePath);
}
private static void ModifyEntitlementFile(string absoluteEntitlementFilePath)
{
if (!File.Exists(absoluteEntitlementFilePath)) return;
try
{
StreamReader reader = new StreamReader(absoluteEntitlementFilePath);
var content = reader.ReadToEnd().Trim();
reader.Close();
var needFindString = "<?xml version=\"1.0\" encoding=\"utf-8\"?>";
var changeString = "<?xml version=\"1.0\" encoding=\"UTF-8\"?>" + "\n" + "<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">";
Debug.Log("Before: " + content);
content = content.Replace(needFindString, changeString);
Debug.Log("After: " + content);
StreamWriter writer = new StreamWriter(new FileStream(absoluteEntitlementFilePath, FileMode.Create));
writer.WriteLine(content);
writer.Flush();
writer.Close();
}
catch (Exception e)
{
Debug.Log("ModifyEntitlementFile - 失败了伙计 Failed: " + e.Message);
}
}
}
C# 脚本代码 XClass
using UnityEngine;
using System.IO;
namespace UnityEditor.XCodeEditor
{
public partial class XClass : System.IDisposable
{
private string filePath;
public XClass(string fPath)
{
filePath = fPath;
if (!System.IO.File.Exists(filePath))
{
Debug.LogError(filePath + "路径下文件不存在");
return;
}
}
public void WriteBelow(string below, string text)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(below);
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标志" + below);
return;
}
int endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length);
text_all = text_all.Substring(0, endIndex) + "\n" + text + "\n" + text_all.Substring(endIndex);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void WriteBefore(string before, string text)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(before); //找开始的索引
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标志" + before);
return;
}
text_all = text_all.Substring(0, beginIndex) + text + "\n\n" + text_all.Substring(beginIndex);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void Replace(string below, string newText)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(below);
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标致" + below);
return;
}
text_all = text_all.Replace(below, newText);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void Dispose()
{
}
}
}
C# 脚本代码 XClass
using UnityEngine;
using System.IO;
namespace UnityEditor.XCodeEditor
{
public partial class XClass : System.IDisposable
{
private string filePath;
public XClass(string fPath)
{
filePath = fPath;
if (!System.IO.File.Exists(filePath))
{
Debug.LogError(filePath + "路径下文件不存在");
return;
}
}
public void WriteBelow(string below, string text)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(below);
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标志" + below);
return;
}
int endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length);
text_all = text_all.Substring(0, endIndex) + "\n" + text + "\n" + text_all.Substring(endIndex);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void WriteBefore(string before, string text)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(before); //找开始的索引
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标志" + before);
return;
}
text_all = text_all.Substring(0, beginIndex) + text + "\n\n" + text_all.Substring(beginIndex);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void Replace(string below, string newText)
{
StreamReader streamReader = new StreamReader(filePath);
string text_all = streamReader.ReadToEnd();
streamReader.Close();
int beginIndex = text_all.IndexOf(below);
if (beginIndex == -1)
{
Debug.LogError(filePath + "中没有找到标致" + below);
return;
}
text_all = text_all.Replace(below, newText);
StreamWriter streamWriter = new StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public void Dispose()
{
}
}
}
C# 脚本代码 iOSPayConfig
// 支付SDK使用到的常量定义类
// 注意,这个类放到 Assets 目录下面
public static class iOSPayConfig
{
//支付宝使用到的 Schema
//1 用在支付方法里,作为参数
//2 在Unity工程导出Xcode工程后,写如到 info.plist 当中作为支付宝拉起Unity App的接口. (这部分功能已经写入到脚本自动添加)
public static string Ali_Pay_Schema = "支付宝给你的Schema";
//微信使用到的 Key
//1 在Unity工程导出Xcode工程后,写如到 info.plist 当中作为支付宝拉起Unity App的接口. (这部分功能已经写入到脚本自动添加)
public static string WXAppKey = "微信给你的AppKey";
//2 在Unity工程导出Xcode工程后,写如到 info.plist 当中作为支付宝拉起Unity App的接口. (这部分功能已经写入到脚本自动添加)
public static string WXAppUniversalLink = "微信给你的UniversalLink";
//3 微信 Associated Domains 链接
public static string WXAssociatedDomains = "微信给你的 Associated url 去微信开放平台弄"; //这个需要在微信开放平台去配置,把微信给的链接写到项目里,这里是直接改代码文件硬写.
}
iOS 代码 iOSPayHelper.h
//
// iOSPayHelper.h
// UnityFramework
//
// Created by 童年的大灰狼 on 2020/5/13.
//
#import <Foundation/Foundation.h>
#import <AlipaySDK/AlipaySDK.h>
#import "WXApi.h"
@interface iOSPayHelper : NSObject
///单例对象
+ (instancetype)shared;
///处理支付回调URL
- (void)handleAliPayURL:(NSURL *)url;
///支付宝支付
- (void)AliPayOrder:(NSString *)orderStr;
///支付宝 挂载的Unity对象
@property (nonatomic, strong) NSString *gameobject_Ali;
///支付宝使用的 Schema
@property (nonatomic, strong) NSString *ali_schemeStr;
///处理微信支付的回调
- (void)handleWxPayResp:(BaseResp *)resp;
///微信 挂载的Unity对象
@property (nonatomic, strong) NSString *gameobject_Wx;
@end
iOS 代码 iOSPayHelper.mm
//
// iOSPayHelper.m
// UnityFramework
//
// Created by 童年的大灰狼 on 2020/5/13.
//
#import "iOSPayHelper.h"
@interface iOSPayHelper()
@end
@implementation iOSPayHelper
static iOSPayHelper *_sharedInstance = nil;
static dispatch_once_t onceToken;
+ (instancetype)shared {
dispatch_once(&onceToken, ^{
_sharedInstance = [[iOSPayHelper alloc] init];
});
return _sharedInstance;
}
- (instancetype)init {
self = [super init];
if (self) {
}
return self;
}
- (void)AliPayOrder:(NSString *)orderStr {
[[AlipaySDK defaultService] payOrder:orderStr fromScheme:self.ali_schemeStr callback:^(NSDictionary *resultDic) {
NSLog(@"🌤🌤🌤 %s", __func__);
[self executeCompleteBlock:resultDic];
}];
}
- (void)handleAliPayURL:(NSURL *)url {
if ([url.scheme isEqualToString:self.ali_schemeStr]) {
[[AlipaySDK defaultService] processOrderWithPaymentResult:url standbyCallback:^(NSDictionary *resultDic) {
NSLog(@"🌤🌤🌤 %s", __func__);
[self executeCompleteBlock:resultDic];
}];
}
}
- (void)executeCompleteBlock:(NSDictionary *)resultDic {
// 返回码 含义
// 9000 订单支付成功
// 8000 正在处理中,支付结果未知(有可能已经支付成功),请查询商户订单列表中订单的支付状态
// 4000 订单支付失败
// 5000 重复请求
// 6001 用户中途取消
// 6002 网络连接出错
// 6004 支付结果未知(有可能已经支付成功),请查询商户订单列表中订单的支付状态
// 其它 其它支付错误
NSInteger resultCode = [resultDic[@"resultStatus"] integerValue];
NSString *msg = nil;
if (resultCode == 9000) {
msg = @"订单支付成功";
} else if (resultCode == 8000) {
msg = @"支付结果未知,请查询商户订单列表中订单的支付状态";
} else if (resultCode == 5000) {
msg = @"重复请求";
} else if (resultCode == 6001) {
msg = @"用户中途取消";
} else if (resultCode == 6002) {
msg = @"网络连接出错";
} else if (resultCode == 6004) {
msg = @"支付结果未知,请查询商户订单列表中订单的支付状态";
} else {
msg = @"订单支付失败";
}
NSMutableDictionary *tempdic = [NSMutableDictionary dictionaryWithDictionary:resultDic];
[tempdic setObject:msg forKey:@"iOS_Add_Msg"];
NSData *jsonData = [NSJSONSerialization dataWithJSONObject:tempdic options:NSJSONWritingPrettyPrinted error:nil];
NSString *jsonString = [[NSString alloc] initWithData:jsonData encoding:NSUTF8StringEncoding];
NSLog(@"🌤🌤🌤 iOS 收到支付宝回调结果: resultDic = %@",resultDic);
UnitySendMessage([self.gameobject_Ali UTF8String], "IOS_Ali_Pay_Result", [jsonString UTF8String]);
}
///注册微信支付
- (void)registerApp:(NSString *)WXAppKey universalLink:(NSString *)WXAppUniversalLink {
[WXApi registerApp:WXAppKey universalLink:WXAppUniversalLink];
}
///微信支付
- (void)WxPayReq:(PayReq *)req {
//调起微信支付,包装参数
[WXApi sendReq:req completion:^(BOOL success) {}];
}
///处理微信支付的回调
- (void)handleWxPayResp:(BaseResp *)resp {
if ([resp isKindOfClass:[PayResp class]]) {
//微信支付回调中errCode值列表:
//名称 描述 解决方案
//0 成功 展示成功页面
//-1 错误 可能的原因:签名错误、未注册APPID、项目设置APPID不正确、注册的APPID与设置的不匹配、其他异常等。
//-2 用户取消 无需处理。发生场景:用户不支付了,点击取消,返回APP。
NSString *msg = @"";
if (resp.errCode == WXSuccess) {
msg = @"支付成功";
} else if(resp.errCode == WXErrCodeUserCancel) {
msg = @"用户取消";
} else {
msg = @"支付失败";
}
NSMutableDictionary *tempdic = [NSMutableDictionary dictionary];
[tempdic setObject:msg forKey:@"iOS_Add_Msg"];
[tempdic setObject:@(resp.errCode) forKey:@"errCode"];
if (resp.errStr) {
[tempdic setObject:resp.errStr forKey:@"errStr"];
}
[tempdic setObject:@(resp.type) forKey:@"type"];
NSData *jsonData = [NSJSONSerialization dataWithJSONObject:tempdic options:NSJSONWritingPrettyPrinted error:nil];
NSString *jsonString = [[NSString alloc] initWithData:jsonData encoding:NSUTF8StringEncoding];
NSLog(@"🌤🌤🌤 iOS 收到微信回调结果: tempdic = %@", tempdic);
UnitySendMessage([self.gameobject_Wx UTF8String], "IOS_Wx_Pay_Result", [jsonString UTF8String]);
} else {
NSLog(@"🌤🌤🌤 iOS 收到微信支付回调对象错误! 这不是支付完成的类实例对象");
}
}
@end
#ifdef __cplusplus
extern "C" {
#endif
///支付宝
extern void IOSAliPay(const char *objName, const char *payOrder, const char *scheme) {
NSString *o = [NSString stringWithUTF8String:objName];
NSString *p = [NSString stringWithUTF8String:payOrder];
NSString *s = [NSString stringWithUTF8String:scheme];
[iOSPayHelper shared].gameobject_Ali = o;
[iOSPayHelper shared].ali_schemeStr = s;
[[iOSPayHelper shared] AliPayOrder:p];
}
///需要注册微信
extern void IOSRegistWxApi(const char *objName, const char *WXAppKey, const char *WXAppUniversalLink) {
NSString *o = [NSString stringWithUTF8String:objName];
[iOSPayHelper shared].gameobject_Wx = o;
NSString *k = [NSString stringWithUTF8String:WXAppKey];
NSString *l = [NSString stringWithUTF8String:WXAppUniversalLink];
[[iOSPayHelper shared] registerApp:k universalLink:l];
}
///微信
extern void IOSWxPay(const char *openID, const char *partnerId, const char *prepayId, const char *nonceStr, const char *timeStamp, const char *package, const char *sign) {
//调起微信支付,包装参数
PayReq *req = [[PayReq alloc] init];
req.openID = [NSString stringWithUTF8String:openID];
req.partnerId = [NSString stringWithUTF8String:partnerId];
req.prepayId = [NSString stringWithUTF8String:prepayId];
req.nonceStr = [NSString stringWithUTF8String:nonceStr];
req.timeStamp = (UInt32)[[NSString stringWithUTF8String:timeStamp] longLongValue];
req.package = [NSString stringWithUTF8String:package];
req.sign = [NSString stringWithUTF8String:sign];
[[iOSPayHelper shared] WxPayReq:req];
}
#ifdef __cplusplus
}
#endif
结语
感谢以下iOS/Unity玩家的文章:
[Unity]配置Xcode工程(2)--添加Capability
Unity3D研究院之IOS全自动编辑framework、plist、oc代码(六十七)
Unity3d Android IOS 自动设置 签名和输出 路径
[Unity]腾讯SDK踩坑之路(2)--配置Xcode工程(MSDK和米大师配置代码冲突)
使用PostProcessBuild设定Unity产生的Xcode Project
报错指引
iOS 微信支付SDK -canOpenURL: failed for URL: "weixinULAPI://"
微信支付无法回调函数,iOS端微信支付成功失败无法收到不执行回调微信回调函数的原因...
Undefined symbols for architecture arm64解决方案
Undefined symbols for architecture arm64:问题解决方法
解决Undefined symbols for architecture arm64问题
iOS framework分离与合并 删除SDK中的i386,x86_86架构
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