昨天实现了一下Unity里iOS推送。踩坑两个。
1. 要先注册推送才可以
接收推送前必须调用NotificationServices.RegisterForNotifications()才可以。否则接收不到推送。直接做iOS开发也是要注册才可以的,Unity在设计的时候当然也要遵循iOS的接口啦。
2. 要设置推送的时区
在创建LocalNotification对象的时候,需要设置timeZone属性。除非你是在GMT标准时区内(比如大不列颠),否则时间会错误。
原本以为这个属性应该是个枚举类型,但实际上是个字符串。搜了一下竟然没有找到如何设置这个字符串。原生iOS开发这个是封装过的,但Unity里没有。还好机智的我尝试了一下"GMT+8",没想到一下就成功了。
最后贴一下代码吧
首先是一个Singleton:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using iOSNS = UnityEngine.iOS.NotificationServices;
using iOSLocalNotification = UnityEngine.iOS.LocalNotification;
public class NotificationMgr
{
public const int NOTIF_MAX_DAY_NUM = 7;
private static NotificationMgr instance;
private NotificationMgr() {}
public static NotificationMgr GetInstance()
{
if (instance == null) {
instance = new NotificationMgr();
}
return instance;
}
public void FlushPlanNotification()
{
if (Application.platform == RuntimePlatform.IPhonePlayer)
flushPlanNotificationIos();
}
private void flushPlanNotificationIos()
{
iOSNS.ClearLocalNotifications();
iOSLocalNotification notif = new iOSLocalNotification();
notif.alertBody = "推送文本";
notif.fireDate = info.alarmTime;
notif.timeZone = "GMT+8";
iOSNS.ScheduleLocalNotification(notif);
}
}
然后绑一个component脚本在一个GameObject上即可:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.iOS;
using iOSNS = UnityEngine.iOS.NotificationServices;
public class Notification : MonoBehaviour
{
void Start ()
{
iOSNS.RegisterForNotifications(NotificationType.Alert | NotificationType.Badge | NotificationType.Sound);
NotificationMgr.GetInstance().FlushPlanNotification();
}
}
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