Unity iOS本地推送解决方案✨

上个项目使用的简易版iOS推送解决方案,记录一下,以备后用

该方案需要注意iOS推送权限 Push Notifications

using UnityEngine;
using System.Collections;
#if UNITY_IPHONE
using NotificationServices = UnityEngine.iOS.NotificationServices;
using NotificationType = UnityEngine.iOS.NotificationType;
#endif

public class Nofication : MonoBehaviour {
    
    
	//本地推送
	public static void NotificationMessage(string message,int hour ,int min,int sec,bool isRepeatDay,string title)
	{
    
    
		int year = System.DateTime.Now.Year;
		int month = System.DateTime.Now.Month;
		int day= System.DateTime.Now.Day;
		System.DateTime newDate = new System.DateTime(year,month,day,hour,min,sec);
		NotificationMessage(message,newDate,isRepeatDay,title);
	}
	//本地推送 你可以传入一个固定的推送时间
	public static void NotificationMessage(string message,System.DateTime newDate,bool isRepeatDay,string title)
	{
    
    
		#if UNITY_IPHONE
		//推送时间需要大于当前时间
		if(newDate > System.DateTime.Now)
		{
    
    
			UnityEngine.iOS.LocalNotification localNotification = new UnityEngine.iOS.LocalNotification();
			localNotification.fireDate =newDate;	
			localNotification.alertBody = message;
			localNotification.applicationIconBadgeNumber = 1;
			localNotification.hasAction = true;
			localNotification.alertAction = title;
            localNotification.alertTitle = title;//标题 注释掉可以去掉标题
			if(isRepeatDay)
			{
    
    
				//是否每天定期循环
				localNotification.repeatCalendar = UnityEngine.iOS.CalendarIdentifier.ChineseCalendar;
				localNotification.repeatInterval = UnityEngine.iOS.CalendarUnit.Day;
			}
			localNotification.soundName = UnityEngine.iOS.LocalNotification.defaultSoundName;
			UnityEngine.iOS.NotificationServices.ScheduleLocalNotification(localNotification);
		}
		#endif
	
	}

	void Awake()
	{
    
    
        DontDestroyOnLoad(gameObject);

	//下面这段会调起iOS是否允许推送的授权提示框,可以放到自己想要授权的时机调用这段代码  
	//是否弹出提示框由iOS系统判定,第一次拒绝后,长时间内不会主动再次弹出。 
	//开发者可以在iOS获取授权状态,自己做界面跳转授权
#if UNITY_IPHONE
       	UnityEngine.iOS.NotificationServices.RegisterForNotifications(
		NotificationType.Alert |
		NotificationType.Badge |
		NotificationType.Sound);
#endif
        //第一次进入游戏的时候清空,有可能用户自己把游戏从后台杀死,这里强制清空
        CleanNotification();
	}

	void OnApplicationPause(bool paused)
	{
    
    
		//程序进入后台时
		if(paused)
		{
    
    
			//10秒后发送
			// NotificationMessage("这是notificationtest的推送正文信息",System.DateTime.Now.AddSeconds(10),false);
			//每天中午12点推送
			NotificationMessage("推送内容1",11,55,0,true,"推送标题");
            NotificationMessage("推送内容2",18,55,0,true,"推送标题");
		}
		else
		{
    
    
			//程序从后台进入前台时
			CleanNotification();
		}
	}

	//清空所有本地消息
	public static void CleanNotification()
	{
    
    
		#if UNITY_IPHONE
		UnityEngine.iOS.LocalNotification l = new UnityEngine.iOS.LocalNotification (); 
		l.applicationIconBadgeNumber = -1; 
		UnityEngine.iOS.NotificationServices.PresentLocalNotificationNow (l); 
		UnityEngine.iOS.NotificationServices.CancelAllLocalNotifications (); 
		UnityEngine.iOS.NotificationServices.ClearLocalNotifications (); 
		#endif
	
	}
}

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转载自blog.csdn.net/hzhnzmyz/article/details/118905299