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토큰 저장

푸시 발송을 위한 토큰을 저장합니다

호출 정보

PushNotification.Save(string token, PlayNANOODelegate callback) {}
PushNotification.Save(string token, bool receiveYn, bool receiveNightYn, PlayNANOODelegate callback) {}

호출 상세 정보

파라미터설명타입
token푸시 토큰string
receiveYn푸시 메시지 수신 여부boolean
receiveNightYn야간 푸시 (오후 09시 ~ 다음날 오전 08시) 메시지 수신 여부boolean
callback통신 결과PlayNANOODelegate

안드로이드 요청

using PlayNANOO;
using Firebase;

public class PlayNANOOExample : MonoBehaviour
{
Plugin plugin;

void Start() {
plugin = Plugin.GetInstance();

Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
}

public void OnTokenReceived(object sender, Firebase.Messaging.TokenReceivedEventArgs token) {
UnityEngine.Debug.Log("Received Registration Token: " + token.Token);
SaveToken(token.Token);
}

public void OnMessageReceived(object sender, Firebase.Messaging.MessageReceivedEventArgs e) {
UnityEngine.Debug.Log("Received a new message from: " + e.Message.From);
}

void SaveToken(string token)
{
string token = "string";
bool receiveYn = true;
bool receiveNightYn = true;
plugin.PushNotification.Save(token, receiveYn, receiveNightYn, (status, error, jsonString, values) =>
{
if (status.Equals(Configure.PN_API_STATE_SUCCESS))
{
Debug.Log("Success");
}
else
{
Debug.Log("Fail");
}
});
}
}

iOS 요청 (Unity 2020.x 이상 버전)

그림1. Mobile Notifications 설치

  • Unity Package Manager 에서 Mobile Notifications을 설치합니다.

그림2. Mobile Notifications 설정

  • Project Settings > Mobile Notifications > iOS 에서 Enable Push Notifications, Register for Push Notifications on App Launch를 체크합니다.
using PlayNANOO;
using Unity.Notifications.iOS;

public class PlayNANOOExample : MonoBehaviour
{
Plugin plugin;

void Start()
{
plugin = Plugin.GetInstance();

StartCoroutine(RequestAuthorization());
}

IEnumerator RequestAuthorization()
{
var authorizationOption = AuthorizationOption.Alert | AuthorizationOption.Badge;
using (var req = new AuthorizationRequest(authorizationOption, true))
{
while (!req.IsFinished)
{
yield return null;
};

plugin.PushNotification.Save(req.DeviceToken, (status, error, jsonString, values) => {
Debug.Log(jsonString);
});
}
}
}

iOS 요청 (Unity 2019.x 이하버전)

using PlayNANOO;
using NotificationServices = UnityEngine.iOS.NotificationServices;
using NotificationType = UnityEngine.iOS.NotificationType;

public class PlayNANOOExample : MonoBehaviour
{
Plugin plugin;

void Start()
{
NotificationServices.RegisterForNotifications(NotificationType.Alert | NotificationType.Badge | NotificationType.Sound, true);

plugin = Plugin.GetInstance();

IOSToken();
}

void IOSToken()
{
byte[] token = NotificationServices.deviceToken;
if (token != null) SaveToken(System.BitConverter.ToString(token).Replace("-", ""));
}

void SaveToken(string token)
{
string token = "string";
bool receiveYn = true;
bool receiveNightYn = true;
plugin.PushNotification.Save(token, receiveYn, receiveNightYn, (status, error, jsonString, values) =>
{
if (status.Equals(Configure.PN_API_STATE_SUCCESS))
{
Debug.Log("Success");
}
else
{
Debug.Log("Fail");
}
});
}
}

통신 결과

HTTP/1.1 200 OK
Content-Type: application/json;charset=UTF-8
{
"Status" : "String"
}

통신 결과 상세 정보

데이터키설명타입
Status처리 결과string