上一篇,我们着重讲解了用Unity开发的手游,在接入U8SDK时,Android中的部分。接下来,这一篇,我们就来看看,在Unity工程中,我们需要怎么调用上一篇中我们提供的各种接口,以及怎么接收Android中的消息通知,比如登录成功,切换帐号成功等。
public abstract class U8SDKInterface{
public delegate void LoginSucHandler(U8LoginResult data);
public delegate void LogoutHandler();
private static U8SDKInterface _instance;
public LoginSucHandler OnLoginSuc;
public LogoutHandler OnLogout;
public static U8SDKInterface Instance
{
get
{
if (_instance == null)
{
#if UNITY_EDITOR || UNITY_STANDLONE
_instance = new SDKInterfaceDefault();
#elif UNITY_ANDROID
_instance = new SDKInterfaceAndroid();
#elif UNITY_IOS
_instance = new SDKInterfaceIOS();
#endif
}
return _instance;
}
}
//初始化
public abstract void Init();
//登录
public abstract void Login();
//自定义登录,用于腾讯应用宝,QQ登录,customData="QQ";微信登录,customData="WX"
public abstract void LoginCustom(string customData);
//切换帐号
public abstract void SwitchLogin();
//登出
public abstract bool Logout();
//显示个人中心
public abstract bool ShowAccountCenter();
//上传游戏数据
public abstract void SubmitGameData(U8ExtraGameData data);
//调用SDK的退出确认框,返回false,说明SDK不支持退出确认框,游戏需要使用自己的退出确认框
public abstract bool SDKExit();
//调用SDK支付界面
public abstract void Pay(U8PayParams data);
//SDK是否支持退出确认框
public abstract bool IsSupportExit();
//SDK是否支持用户中心
public abstract bool IsSupportAccountCenter();
//SDK是否支持登出
public abstract bool IsSupportLogout();
//去U8Server获取游戏订单号,这里逻辑是访问游戏服务器,然后游戏服务器去U8Server获取订单号
//并返回
public U8PayParams reqOrder(U8PayParams data)
{
//TODO 去游戏服务器获取订单号
//测试
data.orderID = "345435634534";
data.extension = "test";
return data;
}
}
public class SDKInterfaceAndroid : U8SDKInterface
{
private AndroidJavaObject jo;
public SDKInterfaceAndroid()
{
using (AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
jo = jc.GetStatic("currentActivity");
}
}
private T SDKCall(string method, params object[] param)
{
try
{
return jo.Call(method, param);
}
catch (Exception e)
{
Debug.LogError(e);
}
return default(T);
}
private void SDKCall(string method, params object[] param)
{
try
{
jo.Call(method, param);
}
catch (Exception e)
{
Debug.LogError(e);
}
}
//这里Android中,在onCreate中直接调用了initSDK,所以这里就不用调用了
public override void Init()
{
//SDKCall("initSDK");
}
public override void Login()
{
SDKCall("login");
}
public override void LoginCustom(string customData)
{
SDKCall("loginCustom", customData);
}
public override void SwitchLogin()
{
SDKCall("switchLogin");
}
public override bool Logout()
{
if (!IsSupportLogout())
{
return false;
}
SDKCall("logout");
return true;
}
public override bool ShowAccountCenter()
{
if (!IsSupportAccountCenter())
{
return false;
}
SDKCall("showAccountCenter");
return true;
}
public override void SubmitGameData(U8ExtraGameData data)
{
string json = encodeGameData(data);
SDKCall("submitExtraData", json);
}
public override bool SDKExit()
{
if (!IsSupportExit())
{
return false;
}
SDKCall("exit");
return true;
}
public override void Pay(U8PayParams data)
{
string json = encodePayParams(data);
SDKCall("pay", json);
}
public override bool IsSupportExit()
{
return SDKCall("isSupportExit");
}
public override bool IsSupportAccountCenter()
{
return SDKCall("isSupportAccountCenter");
}
public override bool IsSupportLogout()
{
return SDKCall("isSupportLogout");
}
private string encodeGameData(U8ExtraGameData data)
{
Dictionary map = new Dictionary();
map.Add("dataType", data.dataType);
map.Add("roleID", data.roleID);
map.Add("roleName", data.roleName);
map.Add("roleLevel", data.roleLevel);
map.Add("serverID", data.serverID);
map.Add("serverName", data.serverName);
map.Add("moneyNum", data.moneyNum);
return MiniJSON.Json.Serialize(map);
}
private string encodePayParams(U8PayParams data)
{
Dictionary map = new Dictionary();
map.Add("productId", data.productId);
map.Add("productName", data.productName);
map.Add("productDesc", data.productDesc);
map.Add("price", data.price);
map.Add("buyNum", data.buyNum);
map.Add("coinNum", data.coinNum);
map.Add("serverId", data.serverId);
map.Add("serverName", data.serverName);
map.Add("roleId", data.roleId);
map.Add("roleName", data.roleName);
map.Add("roleLevel", data.roleLevel);
map.Add("vip", data.vip);
map.Add("orderID", data.orderID);
map.Add("extension", data.extension);
return MiniJSON.Json.Serialize(map);
}
}
public class U8SDKCallback : MonoBehaviour
{
private static U8SDKCallback _instance;
private static object _lock = new object();
//初始化回调对象
public static U8SDKCallback InitCallback()
{
UnityEngine.Debug.LogError("Callback->InitCallback");
lock (_lock)
{
if (_instance == null)
{
GameObject callback = GameObject.Find("(u8sdk_callback)");
if (callback == null)
{
callback = new GameObject("(u8sdk_callback)");
UnityEngine.Object.DontDestroyOnLoad(_instance);
_instance = callback.AddComponent();
}
else
{
_instance = callback.GetComponent();
}
}
return _instance;
}
}
//初始化成功回调
public void OnInitSuc()
{
//一般不需要处理
UnityEngine.Debug.LogError("Callback->OnInitSuc");
}
//登录成功回调
public void OnLoginSuc(string jsonData)
{
UnityEngine.Debug.LogError("Callback->OnLoginSuc");
U8LoginResult data = parseLoginResult(jsonData);
if (data == null)
{
UnityEngine.Debug.LogError("The data parse error." + jsonData);
return;
}
if (U8SDKInterface.Instance.OnLoginSuc != null)
{
U8SDKInterface.Instance.OnLoginSuc.Invoke(data);
}
}
//切换帐号回调
public void OnSwitchLogin()
{
UnityEngine.Debug.LogError("Callback->OnSwitchLogin");
if (U8SDKInterface.Instance.OnLogout != null)
{
U8SDKInterface.Instance.OnLogout.Invoke();
}
}
//登出回调
public void OnLogout()
{
UnityEngine.Debug.LogError("Callback->OnLogout");
if (U8SDKInterface.Instance.OnLogout != null)
{
U8SDKInterface.Instance.OnLogout.Invoke();
}
}
//支付回调,网游不需要实现该接口,该接口用于单机游戏
public void OnPaySuc(string jsonData)
{
//Nothing...
}
private U8LoginResult parseLoginResult(string str)
{
object jsonParsed = MiniJSON.Json.Deserialize(str);
if (jsonParsed != null)
{
Dictionary jsonMap = jsonParsed as Dictionary;
U8LoginResult data = new U8LoginResult();
if (jsonMap.ContainsKey("isSuc"))
{
data.isSuc = bool.Parse(jsonMap["isSuc"].ToString());
}
if (jsonMap.ContainsKey("isSwitchAccount"))
{
data.isSwitchAccount = bool.Parse(jsonMap["isSwitchAccount"].ToString());
}
if (jsonMap.ContainsKey("userID"))
{
data.userID = jsonMap["userID"].ToString();
}
if (jsonMap.ContainsKey("sdkUserID"))
{
data.sdkUserID = jsonMap["sdkUserID"].ToString();
}
if (jsonMap.ContainsKey("username"))
{
data.username = jsonMap["username"].ToString();
}
if (jsonMap.ContainsKey("sdkUsername"))
{
data.sdkUsername = jsonMap["sdkUsername"].ToString();
}
if (jsonMap.ContainsKey("token"))
{
data.token = jsonMap["token"].ToString();
}
return data;
}
return null;
}
}
public class ClickObject : MonoBehaviour {
// Use this for initialization
private Text txtState;
void Start () {
U8SDKCallback.InitCallback();
GameObject loginObj = GameObject.Find("BtnLogin");
Button btnLogin = loginObj.GetComponent