保存令牌
保存用于发送推送通知的令牌。
调用信息
PushNotification.Save(string token, PlayNANOODelegate callback) {}
PushNotification.Save(string token, bool receiveYn, bool receiveNightYn, PlayNANOODelegate callback) {}
调用详细信息
| 参数 | 说明 | 类型 |
|---|---|---|
| token | 推送令牌 | string |
| receiveYn | 是否接收推送消息 | boolean |
| receiveNightYn | 是否接收夜间推送消息(晚上 9 点至次日早上 8 点) | boolean |
| callback | 通信结果 | PlayNANOODelegate |
Android 请求
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 请求(Unity 2020.x 及以上版本)

- 在 Unity Package Manager 中安装 Mobile Notifications。

- 在 Project Settings > Mobile Notifications > iOS 中勾选 Enable Push Notifications 和 Register for Push Notifications on App Launch。
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 请求(Unity 2019.x 及以下版本)
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");
}
});
}
}
通信结果
HTTP/1.1 200 OK
Content-Type: application/json;charset=UTF-8
{
"Status" : "String"
}
通信结果详细信息
| 数据键 | 说明 | 类型 |
|---|---|---|
| Status | 处理结果 | string |