UNITY_iOS_接入微信登录及分享微信
一、准备工作
开发环境:
Xcode版本:12.4
Unity版本:2018.3.0f2
1.首先配置应用的Universal Links
Universal Links介绍
Universal Link(通用链接)是苹果在iOS9推出的,一种能够方便使用的通过传统https链接来启动App的功能,可以使用相同的网址打开网址和App.
看起来就是一条不同的额https链接,当然是我们在该链接域名根目录配置的一个链接,也可以在该链接中放置对应的H5页面。当用户点击该链接,只要手机中安装了支持该链接的App就会直接进入到App中。如果没有安装啊App则会跳转到Safar浏览器中,展示H5页面,对用户来说则是一个无缝跳转的过程。
配置Universal Links
其实配置很简单,但是遇到的坑很多。微信对Universal links配置要求
1、Universal Links必须支持https请求
2、Universal Links配置的paths不能带query参数
3、微信使用Uniersal Links拉起第三方App时,会在Universal Links末尾拼接路径和参数,因此App配置的paths必须加上通配符/*
配置JSON文件
创建一个空白文件(必须是纯文本,命名为apple-app-site-association,去除后缀名)。建议让后台人员在其本地创建,避免文件传输时,文件自动被更改格式,后缀自动添加等问题。
Universral Links示例: 文件名 apple-app-site-association
{
"applinks": {
"apps": [],
"details": [{
"appID": "Team ID.Bundle Identifier",
"paths": ["*"]
}
]
}
}
说明:
1、Team ID表示苹果账号的团队ID, Bundle Identifier表示项目的BundleID (包名)
2、appID中的Team ID可以通过苹果开发平台->左菜单Membership-> 找到Team ID值:如128LGFR841。Xcode12.4的Team ID可以在这里查看
3、appID的Bundle Identifier可以在Unity或Xcode打开项目Bundle Identifiler中找到,如com.xxx.xxx.(Unity 项目的包名)
4.结合起来appID就是 128LGFR841.com.xxx.xxx
5、paths可默认通配符*
6、配置好Universal Links后 把 apple-app-site-association文件放置到服务器的根目录或者.well-known子目录下(后台人员知道 注意:必须要放在带有https域名的服务器下)。然后让后台提供一个https的url地址。格式是“正式域名/apple-app-site-association”,如:https://www.baidu.com/apple-app-site-association。
达到的效果是 浏览器打开这个地址 ,就可以下载这个文件,另外GET请求这个地址 返回文件是Json内容。这里通过谷歌浏览器的Postman经行实验
注意 返回的数据不能存在乱码 否则说明JSON文件有问题
微信开放平台配置
在微信开放平台配置IOS平台开发信息参数:前提是你自己已经在微信开放平台审核通过你的appid
二、导入核心微信SDK开发工具包——登录
1、iOS开发工具包下载
2、主要包括libWeChatSDK.a,WXApi.h,WXApiObject.h三个。
3、把这三个放到Unity项目->Plugins->iOS文件夹下即可
三、核心唤起登录和反馈代码
1.在Plugins/iOS文件夹新建WXApiManager文件夹 在该文件夹下新建 WXApiManager.h头文件
// WXApiManager.h
#import <Foundation/Foundation.h>
#import "Libraries/Plugins/iOS/WXApi.h"
NS_ASSUME_NONNULL_BEGIN
@interface WXApiManager : UIResponder<UIApplicationDelegate, WXApiDelegate>
+ (instancetype)shareManager;
@end
NS_ASSUME_NONNULL_END
2.在Plugins/iOS/WXApiManager文件夹下新建WXApiManager.mm文件
// WXApiManager.m
#import "WXApiManager.h"
@implementation WXApiManager
+(instancetype) shareManager
{
static dispatch_once_t onceToken;
static WXApiManager *instance;
dispatch_once(&onceToken, ^{
instance = [[WXApiManager alloc] init];
});
return instance;
}
// 微信发送请求到第三方应用时,会回调到该方法
-(void) onReq:(BaseReq *)req {}
// 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
-(void) onResp:(BaseResp *)resp
{
NSLog(@"微信响应");
if([resp isKindOfClass:[SendAuthResp class]])
{
SendAuthResp *temp = (SendAuthResp*)resp;
int errorCode = temp.errCode;
switch (errorCode) {
case 0:
{
printf("登录成功-xcode");
NSLog(@"code %@",temp.code);
NSString *message = [NSString stringWithFormat:@"%@",temp.code];
const char* codeInfo = [message cStringUsingEncoding:NSASCIIStringEncoding];
OnShowMessage(codeInfo);//登录成功 将code发送给Unity
break;
}
case -2:
printf("用户取消");
OnShowMessage("-2;用户取消");
break;
case -4:
printf("用户拒绝授权");
OnShowMessage("-4;用户取消");
break;
default:
printf("登录失败");
OnShowMessage("-1;登录失败");
break;
}
}
//微信分享授权回调
else if([resp isKindOfClass:[SendMessageToWXResp class]])
{
//0成功,-2是取消,其他异常
SendMessageToWXResp *rresp = (SendMessageToWXResp*)resp;
NSString *code = [NSString stringWithFormat:@"%d",rresp.errCode];
const char* codeInfo = [code cStringUsingEncoding:NSASCIIStringEncoding];
OnShareShowMessage(codeInfo);
}
}
//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;
}
//信息提示
void OnShowMessage(const char* msg)
{
//将消息发送给Unity
UnitySendMessage("WeChatComponent", "LogonCallback", MakeStringCopy(msg));
}
void OnShareShowMessage(const char* msg)
{
UnitySendMessage("WeChatComponent", "LogonCallback", MakeStringCopy(msg));
}
@end
3、Unity 与iOS交互文件,同样在Plugins/iOS文件夹下新建Native.h头文件
#include "UI/UnityViewControllerBase.h"
#include "UnityAppController+ViewHandling.h"
@interface Native:NSObject
@end
extern "C"
{
void _WechatLogin(char* appid,char* message);
bool _isWechatInstalled();
void _ShareByIos(int type, char* url);
}
4、unity与iOS交互文件 同样在Plugins/iOS文件夹下新建Native.mm文件
注:微信官网分享API入口
// 微信SDK注册,universal link
[WXApi registerApp:APP_ID universalLink: UNIVERSAL_LINK];
补充说明:
如果后台提供的url地址是https://www.baidu.com/apple-app-site-association。那么,
代码注册方法及微信开放平台中都填https://www.baidu.com/,
//
// Native.mm
// iosPlugins
//
// Created by os on 2020/4/10.
// Copyright © 2020 os. All rights reserved.
//
#import <Foundation/Foundation.h>
#import "Native.h"
#import "Libraries/Plugins/iOS/WXApi.h"
@interface Native()
@end
@implementation Native : NSObject
//判断是否安装微信
bool _isWechatInstalled()
{
return [WXApi isWXAppInstalled];
}
//微信登录
void _WechatLogin(char* appid,char* message)
{
//向微信注册appid:填写自己微信开放平台的appid信息
NSString *weichatId = [NSString stringWithFormat:@"%s", appid];
NSString *UNIVERSAL_LINK = [NSString stringWithFormat:@"%s", "对应申请微信平台上的Universal Links"];
[WXApi registerApp:weichatId universalLink:UNIVERSAL_LINK];
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", message];
//[WXApi sendReq:req];
[WXApi sendReq:req completion:^(BOOL success) { NSLog(@"唤起微信:%@", success ? @"成功" : @"失败"); }];
}
//分享图片类型接口示例
//参数:type表示分享类型(0:分享某个好友聊天;1:分享到微信朋友圈)
//参数:url为图片本地地址,当然也可以用远程地址然后下载下来。
//具体分享其他类型(如文宇类型,音乐类型,视频类型可参考微信官网API)
void _ShareByIos(int type, char* url)
{
NSString *sharePicUrl = [NSString stringWithFormat:@"%s", url];
//UIImage *image = [UIImage imageNamed:sharePicUrl];
//NSData* imageData = UIImageJPEGRepresentation(image, 0.7);
WXImageObject *imageObject = [WXImageObject object];
imageObject.imageData = [NSData dataWithContentsOfFile:sharePicUrl];
WXMediaMessage *message = [WXMediaMessage message];
[message setThumbImage:[UIImage imageNamed:@"xzqShare.png"]];
message.mediaObject = imageObject;
SendMessageToWXReq *req = [[SendMessageToWXReq alloc] init];
req.bText = NO;
req.message = message;
req.scene = type ==0? WXSceneSession : WXSceneTimeline;//0表示聊天,1,表示朋友圈
[WXApi sendReq:req completion:^(BOOL success) { NSLog(@"微信分享:%@", success ? @"成功" : @"失败"); }];
}
@end
5、接下来就是Unity代码调用这块
把下面的代码挂在到名称为WeChatComponent的物体上 可以自己改
//判断微信是否安装
[DllImport("__Internal")]
private static extern bool _isWechatInstalled();
[DllImport("__Internal")]
private static extern void _WechatLogin(string appid,string state);
public void SendWxLogin()
{
bool isInstalled = false;
string wx_appid = PublicEntity.WX_APP_ID;
string state = PublicEntity.STATE;
#if !UNITY_EDITOR
#if UNITY_IOS
isInstalled = _isWechatInstalled();
#endif
#endif
if (isInstalled)
{
#if !UNITY_EDITOR
#if UNITY_IOS
_WechatLogin(wx_appid,state);
#endif
#endif
}
else
{
PublicUtils.ShowAndroidToastMessage("请先安装微信客户端!");
}
}
/// <summary>
/// 登录回调
/// </summary>
/// <param name="msg"></param>
public void LogonCallback(string msg)
{
Debug.log(msg);
}
微信分享代码段
private int shareType = 0;//分享类型,0:表示分享到聊天;1:表示分享到朋友圈
UnityWebRequest webRequest;
[DllImport("__Internal")]
private static extern void _ShareByIos(int type, string url);
/// <summary>
/// 图片类型分享至微信
/// </summary>
/// <param name="_type">0:表示分享到聊天;1:表示分享到朋友圈</param>
private void OnShareWXByIOS(int _type)
{
shareType = _type;
StartCoroutine(savePicToShare());
}
IEnumerator savePicToShare()
{
string sharePicUrl = PublicEntity.HTTP_SERVICE_URL + "uploadFiles/res/sharePic/sharePic.png";
webRequest = UnityWebRequest.Get(sharePicUrl);
webRequest.timeout = 30;//设置超时,若webRequest.SendWebRequest()连接超时会返回,且isNetworkError为true
yield return webRequest.SendWebRequest();
if (webRequest.isNetworkError)
{
Debug.Log("Download Error:" + webRequest.error);
}
else
{
//获取二进制数据
var File = webRequest.downloadHandler.data;
//创建文件写入对象
FileStream nFile = new FileStream(PublicEntity.localPicUrl, FileMode.Create);
//写入数据
nFile.Write(File, 0, File.Length);
nFile.Close();
_ShareByIos(shareType, PublicEntity.localPicUrl);
}
}
/// <summary>
/// 分享回调
/// </summary>
/// <param name="msg"></param>
public void ShareCallBack(string msg)
{
if (msg != null && msg != "")
{
switch (msg)
{
case "-2":
PublicUtils.ShowAndroidToastMessage("分享已取消");
break;
case "0":
PublicUtils.ShowAndroidToastMessage("分享成功");
break;
default:
PublicUtils.ShowAndroidToastMessage("分享失败");
break;
}
}
else
{
PublicUtils.ShowAndroidToastMessage("分享失败");
}
}
6、接下来就是到导出unity ios项目 剩下的就是在xcode里面配置
1->在"TARGETS"一栏,在“info”变迁栏的“URL Types”添加URL scheme
2.->在"TARGETS"一栏,在“info”变迁栏的“Custom iOS Target Properties”添加"LSApplicationQueriesSchemes"
3.->在"Signing & Capabilities"一栏,添加Associated Domains
补充说明:
如果后台提供的url地址是https://www.baidu.com/apple-app-site-association。那么,
Associated Domains中填写applinks:www.baidu.com,
4.->在"Build Phases"一栏,添加依赖包
主要添加;(可根据需求经行删除)
CoreTelephony.framework
Security.framework
CFNetwork.framework
WebKit.framework
SystemConfiguration.framework
libWeChatSDK.a
5.->在"Build Settings"一栏,Linking—>添加-Objc和-all_load
6.->接下来就是实现回调部分
找到UnityAppController.mm文件
1.首先导入包
#import “Libraries/Plugins/iOS/WXApi.h” //微信API依赖的文件
#import “Libraries/Plugins/iOS/WXApiManager/WXApiManager.h”//这是微信登录回调用的头文件
2.接下来就是修改openURL
// UIApplicationOpenURLOptionsKey was added only in ios10 sdk, while we still support ios9 sdk
- (BOOL)application:(UIApplication*)app openURL:(NSURL*)url options:(NSDictionary<NSString*, id>*)options
{
id sourceApplication = options[UIApplicationOpenURLOptionsSourceApplicationKey], annotation = options[UIApplicationOpenURLOptionsAnnotationKey];
NSMutableDictionary<NSString*, id>* notifData = [NSMutableDictionary dictionaryWithCapacity: 3];
if (url) notifData[@"url"] = url;
if (sourceApplication) notifData[@"sourceApplication"] = sourceApplication;
if (annotation) notifData[@"annotation"] = annotation;
AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
//return YES; 将返回值修改成[WXApi handleOpenURL:url delegate:[WXApiManager shareManager]] 就行
NSLog(@"oepnURL33333...........");
return [WXApi handleOpenURL:url delegate:[WXApiManager shareManager]];
}
到这里就基本上结束了,剩下就是在真机上测试。
7.也可以在Unity->Editor文件下新建IosAutoBuild脚本,把一些Xcode的配置绑定好 这样就不用我们手动去设置了
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System.IO;
public class IosAutoBuild
{
[PostProcessBuild(9999)]
public static void OnPostProcessBuild(BuildTarget target, string pathToBuildProject)
{
if (target != BuildTarget.iOS)
return;
string projPath = pathToBuildProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
PBXProject proj = new PBXProject();
proj.ReadFromFile(projPath);
string targetGuid = proj.TargetGuidByName("Unity-iPhone");
//添加Other Linker Flags
proj.AddBuildProperty(targetGuid, "Other Link Flags", "-Objc -all_load -framework CoreTelephony");
//修改部分设置
proj.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
//添加代码库
proj.AddFileToBuild(targetGuid, proj.AddFile("usr/lib/libiconv.tbd", "Frameworks/libiconv.tbd", PBXSourceTree.Sdk));
proj.AddFileToBuild(targetGuid, proj.AddFile("usr/lib/libsqlite3.tbd", "Frameworks/libsqlite3.tbd", PBXSourceTree.Sdk));
proj.AddFileToBuild(targetGuid, proj.AddFile("usr/lib/libc++.tbd", "Frameworks/libc++.tbd", PBXSourceTree.Sdk));
proj.AddFileToBuild(targetGuid, proj.AddFile("usr/lib/libz.tbd", "Frameworks/libz.tbd", PBXSourceTree.Sdk));
//添加Frameworks
proj.AddFrameworkToProject(targetGuid, "Security.framework", false);
proj.AddFrameworkToProject(targetGuid, "SystemConfiguration.framework", false);
proj.AddFrameworkToProject(targetGuid, "CoreGraphics.Framework", false);
proj.AddFrameworkToProject(targetGuid, "CoreTelephony.framework", false);
proj.AddFrameworkToProject(targetGuid, "CFNetwork.framework", false);
proj.AddFrameworkToProject(targetGuid, "WebKit.fWXApiObject.h" +
"ramework", false);
//修改Info.plist
string plistPath = Path.Combine(pathToBuildProject, "Info.plist");
PlistDocument plist = new PlistDocument();
plist.ReadFromFile(plistPath);
PlistElementDict rootDict = plist.root;
PlistElementArray urlTypes = rootDict.CreateArray("CFBundleURLTypes");
var urlItem2 = urlTypes.AddDict();
urlItem2.SetString("CFBundleTypeRole", "Editor");
urlItem2.SetString("CFBundleURLName", "你自己的包名");
//1
urlItem2.SetString("CFBundleURLSchemes", "你自己注册的appid");
//2,具体那个有效果
var schemes2 = urlItem2.CreateArray("CFBundleURLSchemes");
schemes2.AddString("wx47074c4bb44164fa");
//添加白名单
PlistElementArray queriesSchemes = rootDict.CreateArray("LSApplicationQueriesSchemes");
queriesSchemes.AddString("weixin");
queriesSchemes.AddString("wechat");
queriesSchemes.AddString("weixinULAPI");
plist.WriteToFile(plistPath);
}
}