0
点赞
收藏
分享

微信扫一扫

ShareSDK for Unity

本文档使用Unity2019进行演示

下载unitypackage

从Mob的github地址下载ShareSDK.unitypackage:​​Git地址​​,如下图所示

ShareSDK for Unity_#endif

)![image.png]//download.sdk.mob.com/2022/06/22/15/165588252810937.61.png)

下载完成后得到一个.unitypackage结尾的文件,如下图:

ShareSDK for Unity_iphone_02

导入unitypackage

双击导入到unity项目中并勾选,如下图:

Demo.cs是demo的示例页面,可通用
Android (只需要勾选SSDKU3D.jar)
demokey.keystore:demo的打包签名文件
SSDKU3D.jar:java桥接层文件
iOS (全部勾选)
MOBTool:自动打包工具
ShareSDK:SDK必要的文件

ShareSDK for Unity_android_03

按图选好之后,点击import导入

挂载ShareSDK.cs脚本文件

在unity界面左侧选择要使用的场景(例如Main Camera),点击Add Component 按钮添加ShareSDK.cs(ShareSDK核心文件),或者直接拖进去。如果要测试效果,也可以添加Demo.cs(ShareSDK示例UI),如下图所示:

ShareSDK for Unity_android_04

挂接后会发现提供了当前支持的平台和及其配置信息,需要注意的是当前的编译环境是Android还是iOS,其字段名称是不同的哦!

修改编译环境

Platform设置,在unity中选择菜单栏-File-Build Settings,会打开Build Settings操作框,根据自己所编译的环境选择,如果是iOS的请选择iOS环境,如果是Android请选择Android环境,然后点击Switch Platform切换环境,如下图:

ShareSDK for Unity_#endif_05

Android端集成编译配置

资源修改

1.把demokey.keystoreSSDKU3D.jar文件移动到上层目录下,也就从ShareSDK文件夹移动到Android文件夹;

2.删掉ShareSDK文件夹;

3.删掉Android目录下的baseProjectTemplate.gradlelauncherTemplate.gradle等文件;

ShareSDK for Unity_#endif_06

最终Android目录下文件内容为下图:

ShareSDK for Unity_iphone_07

修改Unity设置

生成Gradle文件

保持Build Settings操作框中左侧Platform列表Android项的选中状态,点击Player Settings,会打开Project Settings操作框,如下图:

ShareSDK for Unity_#endif_08

左侧切换到Player标签,然后在右侧选择Publishing Settings卡片,勾选Custom Launcher Gradle TemplateCustom Base Gradle Template选项,如下图:

ShareSDK for Unity_android_09

该操作会在"工程\Assets\Plugins\Android目录下"生成baseProjectTemplate.gradle、launcherTemplate.gradle文件。

修改gradle文件

修改baseProjectTemplate.gradle文件

打开baseProjectTemplate.gradle文件后有两处需要操作:

1.在classpath 'com.android.tools.build:gradle'后添加mob的classpath

classpath "com.mob.sdk:MobSDK:2018.0319.1724"

2.添加mob自己的maven仓库

maven {    url "https://mvn.mob.com/android/"}

最终baseProjectTemplate.gradle文件的参考结果为:

ShareSDK for Unity_android_10

修改launcherTemplate.gradle文件

打开launcherTemplate.gradle,在文件的最下方加入以下代码:

apply plugin: 'com.mob.sdk'

MobSDK {
appKey "moba0b0c0d0"
appSecret "5713f0d88511f9f4cf100cade0610a34"
spEdition "fp"
ShareSDK {
devInfo {
Wechat {
appId "wx4868b35061f87885"
appSecret "64020361b8ec4c99936c0e3999a9f249"
withShareTicket true
bypassApproval false
enable true
}
}
}
}

这里的配置和Android原生配置无异,可参考Mob官方​​链接​​

配置签名文件

1.菜单打开Build Settings,左侧Platform列表选Android,点击Player Settings,在打开的Project Settings操作框中,左侧选择Player标签,右侧选择Publishing Settings卡片;

2.勾选Project Keystore下的Custom Key store;

3.点击Project Keystore下的Select选择一个keystore文件;

4.填写Project Keystore下的Password;

5.如Project Keystore下的Password填写正确,则Project Key下的Alias下拉框亮起,选择自己的别名;

6.填写Project Key下的Password;

iOS端编译配置

默认所有平台都已经初始化,客户需要做的操作:

修改初始化我们SDK的AppKey和AppSecret

配置您自己的ShareSDK的AppKey和AppSecret (获取可以​​点击查看注册流程​​

public class ShareSDK : MonoBehaviour 
{
private int reqID;
#elif UNITY_IPHONE
public string appKey = "3276d3e413040";
public string appSecret = "4280a3a6df667cfce37528dec03fd9c3";
public string mobNetLater = "2";
public List<string> customAssociatedDomains = new List<string>();
#endif

''' '''
}

修改第三方社交平台初始化信息配置

可以找到ShareSDKDevInfo.cs文件,进行修改。配置所需的平台信息

选择所需要的平台,不想要的可以直接注释或删掉

public class DevInfoSet

{
public SinaWeiboDevInfo sinaweibo;
public WeChat wechat;
public QQ qq;
public QZone qzone;
}

配置对应平台的信息(直接修改字符串值即可),例如微信平台修改

public class WeChat : DevInfo 
{
#if UNITY_ANDROID
public string SortId = "5";
public const int type = (int) PlatformType.WeChat;
public string AppId = "wx4868b35061f87885";
public string AppSecret = "64020361b8ec4c99936c0e3999a9f249";
public string UserName = "gh_afb25ac019c9@app";
public string Path = "/page/API/pages/share/share";
public bool BypassApproval = false;
public bool WithShareTicket = true;
public string MiniprogramType = "0";
#elif UNITY_IPHONE
public const int type = (int) PlatformType.WeChat;
public string app_id = "wx617c77c82218ea2c";
public string app_secret = "c7253e5289986cf4c4c74d1ccc185fb1";
public string app_universalLink = "https://70imc.share2dlink.com/";
#endif
}

[Serializable]
public class WeChatMoments : DevInfo
{
#if UNITY_ANDROID
public string SortId = "6";
public const int type = (int) PlatformType.WeChatMoments;
public string AppId = "wx4868b35061f87885";
public string AppSecret = "64020361b8ec4c99936c0e3999a9f249";
public bool BypassApproval = true;
#elif UNITY_IPHONE
public const int type = (int) PlatformType.WeChatMoments;
public string app_id = "wx617c77c82218ea2c";
public string app_secret = "c7253e5289986cf4c4c74d1ccc185fb1";
public string app_universalLink = "https://70imc.share2dlink.com/";
#endif
}

[Serializable]
public class WeChatFavorites : DevInfo
{
#if UNITY_ANDROID
public string SortId = "7";
public const int type = (int) PlatformType.WeChatFavorites;
public string AppId = "wx4868b35061f87885";
public string AppSecret = "64020361b8ec4c99936c0e3999a9f249";
#elif UNITY_IPHONE
public const int type = (int) PlatformType.WeChatFavorites;
public string app_id = "wx617c77c82218ea2c";
public string app_secret = "c7253e5289986cf4c4c74d1ccc185fb1";
public string app_universalLink = "https://70imc.share2dlink.com/";
#endif
}
public class WechatSeries : DevInfo
{
#if UNITY_ANDROID
//for android,please set the configuraion in class "Wechat" ,class "WechatMoments" or class "WechatFavorite"
//对于安卓端,请在类Wechat,WechatMoments或WechatFavorite中配置相关信息↑
#elif UNITY_IPHONE
public const int type = (int) PlatformType.WechatPlatform;
public string app_id = "wx617c77c82218ea2c";
public string app_secret = "c7253e5289986cf4c4c74d1ccc185fb1";
public string app_universalLink = "https://70imc.share2dlink.com/";
#endif
}

确定文件里修改了AppKey等信息之后,要去挂载脚本那边同步看下AppKey是否修改,可以点击Reset,刷新,同步下修改后的信息,也可以自己直接在挂载脚本里面改,最后要确定脚本文件里和挂载脚本里都已经改为了自己的信息

ShareSDK for Unity_android_11

ShareSDK for Unity_android_12

接口调用

回传用户隐私授权结果(submitPolicyGrantResult)

调用示例

传入的第一个参数为Boolean类型的,true 代表同意授权、false代表不同意授权

mobsdk.submitPolicyGrantResult(true);

注意:该接口必须接入,否则可能造成无法使用MobTech各SDK提供的相关服务。

分享(ShowPlatformList)

首先引入命名空间:

using cn.sharesdk.unity3d;
public ShareSDK ssdk;

构造分享信息

ShareContent content = new ShareContent();
content.SetText("this is a test string.");
content.SetImageUrl("https://f1.webshare.mob.com/code/demo/img/1.jpg");
content.SetTitle("test title");
content.SetTitleUrl("http://www.mob.com");
content.SetSite("Mob-ShareSDK");
content.SetSiteUrl("http://www.mob.com");
content.SetUrl("http://www.mob.com");
content.SetComment("test description");
content.SetMusicUrl("http://mp3.mwap8.com/destdir/Music/2009/20090601/ZuiXuanMinZuFeng20090601119.mp3");
content.SetShareType(ContentType.Webpage);

常用的几个传参数方法说明(不常用的方法请看Assets/Plugins/ShareSDK/ShareContent.cs脚本):

Text :分享的文字

Title: 分享的标题

TitleUrl :标题的网络链接(QQ和QQ空间使用 )

SetImageUrl :iOS平台,本地以及网络图片都使用此方法

image:android平台分享本地图片与网络图片都用此方法

Url: 分享的链接(微信,微博,易信,Facebook等平台)

ShareType:分享类型(微信,易信)

FilePath:分享文件路径 (微信,易信)

MusicUrl :分享的音乐链接(微信,QQ,易信)

设置分享回调

ssdk.shareHandler = ShareResultHandler;
//以下为回调的定义:
void ShareResultHandler (int reqID, ResponseState state, PlatformType type, Hashtable result)
{
if (state == ResponseState.Success)
{
print ("share result :");
print (MiniJSON.jsonEncode(result));
}
else if (state == ResponseState.Fail)
{
print ("fail! throwable stack = " + result["stack"] + "; error msg = " + result["msg"]);
}
else if (state == ResponseState.Cancel)
{
print ("cancel !");
}
}

进行分享

//通过分享菜单分享
ssdk.ShowPlatformList (null, content, 100, 100);
//直接通过编辑界面分享
ssdk.ShowShareContentEditor (PlatformType.SinaWeibo, content);
//直接分享
ssdk.ShareContent (PlatformType.SinaWeibo, content);

授权(Authorize)

(每次都会跳转到第三方平台进行授权)

设置授权回调

ssdk.authHandler = AuthResultHandler;
//以下为回调的定义:
void AuthResultHandler(int reqID, ResponseState state, PlatformType type, Hashtable result)
{
if (state == ResponseState.Success)
{
print ("authorize success !");
}
else if (state == ResponseState.Fail)
{
print ("fail! throwable stack = " + result["stack"] + "; error msg = " + result["msg"]);
}
else if (state == ResponseState.Cancel)
{
print ("cancel !");
}
}

进行授权

ssdk.Authorize(PlatformType.SinaWeibo);

获取用户信息(GetUserInfo)

(只会在第一次跳转到第三方平台进行授权)

指定获取用户信息的回调

sdk.showUserHandler = GetUserInfoResultHandler;
//以下为回调的定义:
void GetUserInfoResultHandler (int reqID, ResponseState state, PlatformType type, Hashtable result)
{
if (state == ResponseState.Success)
{
print ("get user info result :");
print (MiniJSON.jsonEncode(result));
}
else if (state == ResponseState.Fail)
{
print ("fail! throwable stack = " + result["stack"] + "; error msg = " + result["msg"]);
}
else if (state == ResponseState.Cancel)
{
print ("cancel !");
}
}

获取用户信息

ssdk.GetUserInfo(PlatformType.SinaWeibo);

注意:auth和getuser接口都可以实现授权登录功能,可以任意调用一个

打包使用

进行上述所有修改后,已经可以执行打包操作。

如集成过程中遇到问题,可详询MobTech技术支持,​​点击立即QQ咨询​​

举报

相关推荐

0 条评论