钓手PK
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fileFormatVersion: 2
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guid: 29b5ece7ff1f9c946aee00668809f293
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guid: 59ba626460106f54f9a130de3914d56a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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316
meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs
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316
meng_yao/Assets/script/scene_Main/Thebestfishman/WebFishingPK.cs
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using System;
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using System.Collections.Generic;
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using System.Net.WebSockets;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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using Newtonsoft.Json;
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using System.Drawing;
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using UnityEngine.UI;
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public class WebFishingPK : MonoBehaviour
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{
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private ClientWebSocket _webSocket;
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private const string WebSocketUri = "ws://47.95.201.243:9527/api/ws";
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private string AuthorizationValue;
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/// <summary>
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/// 倒计时
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/// </summary>
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private float lastCallTime = 0f;
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float remainingTime = 0f;
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public Text TimeText;
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private float interval = 1f; // 每秒调用一次
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private async void Start()
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{
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TimeText.gameObject.SetActive(false);
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Debug.Log(PlayerPrefs.GetString("UserToken"));
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AuthorizationValue = PlayerPrefs.GetString("UserToken");
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await ConnectWebSocket();
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// 调用发送方法
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await SendJsonMessage("{ \"code\": \"FISHING_PK\", \"content\": \"{\\\"action\\\":\\\"INFO\\\"}\" }");
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//await SendJsonMessage(30, 1);
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}
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private async Task ConnectWebSocket()
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{
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_webSocket = new ClientWebSocket();
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// 添加 Authorization 头
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_webSocket.Options.SetRequestHeader("Authorization", "Bearer " + AuthorizationValue);
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try
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{
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Debug.Log("正在连接到 WebSocket...");
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await _webSocket.ConnectAsync(new Uri(WebSocketUri), CancellationToken.None);
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Debug.Log("WebSocket 连接成功!");
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// 开始接收消息
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_ = ReceiveMessages();
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}
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catch (Exception e)
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{
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Debug.LogError($"WebSocket 连接失败:{e.Message}");
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}
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}
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private async Task ReceiveMessages()
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{
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var buffer = new byte[1024];
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try
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{
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while (_webSocket.State == WebSocketState.Open)
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{
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var result = await _webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
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if (result.MessageType == WebSocketMessageType.Close)
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{
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Debug.Log("WebSocket 连接已被服务器关闭。");
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await _webSocket.CloseAsync(WebSocketCloseStatus.NormalClosure, "关闭连接", CancellationToken.None);
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}
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else
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{
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var message = Encoding.UTF8.GetString(buffer, 0, result.Count);
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Debug.Log($"接收到消息:{message}");
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var baseResponse = JsonConvert.DeserializeObject<BaseResponse>(message);
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Promptmgr.Instance.PromptBubble(baseResponse.message);
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if (baseResponse != null)
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{
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switch (baseResponse.code)
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{
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// 解析消息为 钓手PK信息
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case "FISHING_PK_INFO":
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// 解析为 FishJoinroomresponse 类型
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FishPKInforResponse fishResponse = JsonConvert.DeserializeObject<FishPKInforResponse>(message);
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//Promptmgr.Instance.PromptBubble(fishResponse.message);
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if (fishResponse?.data != null)
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{
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Debug.Log(fishResponse.data.balance);
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Debug.Log(fishResponse.data.intro_text);
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Debug.Log(fishResponse.data.countdown);
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TimeText.gameObject.SetActive(true);
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remainingTime = (float)fishResponse.data.countdown;
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Debug.Log(fishResponse.data.countdown_type);
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Debug.Log(fishResponse.data.amount_left);
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Debug.Log(fishResponse.data.amount_right);
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}
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break;
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//解析为钓手PK投入
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case "FISHING_PK_BETTING":
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// 解析消息为 Fishresponse 对象
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FishPKBetonResponse fishResponse1 = JsonConvert.DeserializeObject<FishPKBetonResponse>(message);
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Promptmgr.Instance.PromptBubble(fishResponse1.message);
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// 检查是否成功反序列化
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if (fishResponse1 != null && fishResponse1.data != null)
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{
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Debug.Log(fishResponse1.data.balance);
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}
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else
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{
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Debug.LogWarning("收到的消息无法解析为 Fishresponse 对象。");
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}
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break;
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//解析为钓手Pk 倒计时
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case "FISHING_PK_COUNTDOWN":
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// 解析消息为 Fishresponse 对象
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FishPKCDResponse fishResponse2 = JsonConvert.DeserializeObject<FishPKCDResponse>(message);
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//Promptmgr.Instance.PromptBubble(fishResponse2.message);
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// 检查是否成功反序列化
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if (fishResponse2 != null && fishResponse2.data != null)
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{
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Debug.Log(fishResponse2.data.countdown);
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remainingTime = (float)fishResponse2.data.countdown;
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Debug.Log(fishResponse2.data.countdown_type);
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Debug.Log(fishResponse2.data.amount_left);
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Debug.Log(fishResponse2.data.amount_right);
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}
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else
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{
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Debug.LogWarning("收到的消息无法解析为 Fishresponse 对象。");
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}
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break;
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case "FISHING_PK_SETTLE":
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FishPKSETResponse fishResponse3 = JsonConvert.DeserializeObject<FishPKSETResponse>(message);
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//Promptmgr.Instance.PromptBubble(fishResponse2.message);
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// 检查是否成功反序列化
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if (fishResponse3 != null && fishResponse3.data != null)
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{
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Debug.Log(fishResponse3.data.balance);
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Debug.Log(fishResponse3.data.status);
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Debug.Log(fishResponse3.data.amount);
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Debug.Log(fishResponse3.data.reward);
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Debug.Log(fishResponse3.data.weight_left);
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Debug.Log(fishResponse3.data.weight_right);
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Promptmgr.Instance.PromptBubble(fishResponse3.data.status);
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}
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else
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{
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Debug.LogWarning("收到的消息无法解析为 Fishresponse 对象。");
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}
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break;
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}
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}
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}
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"接收消息时出错:{e.Message}");
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}
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}
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public async Task SendJsonMessage(int count, int postion)
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{
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if (_webSocket == null || _webSocket.State != WebSocketState.Open)
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{
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Debug.LogError("WebSocket 未连接,无法发送消息。");
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return;
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}
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try
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{
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var message = new
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{
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code = "FISHING_PK",
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content = $"{{\"action\":\"BETTING\",\"amount\":{count},\"position\":{postion}}}"
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};
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// 将对象序列化为 JSON 字符串
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string jsonMessage = JsonConvert.SerializeObject(message);
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var encodedMessage = Encoding.UTF8.GetBytes(jsonMessage);
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var buffer = new ArraySegment<byte>(encodedMessage);
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await _webSocket.SendAsync(buffer, WebSocketMessageType.Text, true, CancellationToken.None);
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Debug.Log($"已发送 JSON 消息:{jsonMessage}");
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}
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catch (Exception e)
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{
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Debug.LogError($"发送消息时出错:{e.Message}");
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}
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}
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public async Task SendJsonMessage(string json)
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{
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if (_webSocket == null || _webSocket.State != WebSocketState.Open)
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{
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Debug.LogError("WebSocket 未连接,无法发送消息。");
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return;
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}
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try
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{
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var encodedMessage = Encoding.UTF8.GetBytes(json);
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var buffer = new ArraySegment<byte>(encodedMessage);
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await _webSocket.SendAsync(buffer, WebSocketMessageType.Text, true, CancellationToken.None);
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Debug.Log($"已发送 JSON 消息:{json}");
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}
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catch (Exception e)
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{
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Debug.LogError($"发送消息时出错:{e.Message}");
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}
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}
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private async void OnApplicationQuit()
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{
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if (_webSocket != null && _webSocket.State == WebSocketState.Open)
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{
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await _webSocket.CloseAsync(WebSocketCloseStatus.NormalClosure, "应用程序退出", CancellationToken.None);
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_webSocket.Dispose();
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Debug.Log("WebSocket 连接已关闭。");
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}
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}
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void UpdateCountdownText(float remainingTime)
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{
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// 将剩余时间转换为小时、分钟和秒
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int hours = Mathf.FloorToInt(remainingTime / 3600);
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int minutes = Mathf.FloorToInt((remainingTime % 3600) / 60);
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int seconds = Mathf.FloorToInt(remainingTime % 60);
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// 使用格式化字符串显示倒计时(00:00:00)
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TimeText.text = "倒计时:"+string.Format("{0:D2}:{1:D2}:{2:D2}", hours, minutes, seconds);
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}
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private void Update()
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{
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if (Time.time - lastCallTime >= interval)
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{
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// 每秒调用一次的代码
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if (remainingTime > 0)
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{
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remainingTime -= 1;
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UpdateCountdownText(remainingTime);
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Debug.Log("进入倒计时");
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}
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// 更新上次调用时间
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lastCallTime = Time.time;
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}
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}
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}
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public class FishPKInforResponse
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{
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public string code { get; set; }
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public string message { get; set; }
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public FishPKInfor data { get; set; }
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}
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public class FishPKInfor
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{
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public float balance { get; set; }
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public string intro_text { get; set; }
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public int countdown { get; set; }
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public int countdown_type { get; set; }
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public float amount_left { get; set; }
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public float amount_right { get; set; }
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}
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public class FishPKBetonResponse
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{
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public string code { get; set; }
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public string message { get; set; }
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public FishPKdata data { get; set; }
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}
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public class FishPKdata
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{
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public float balance { get; set; }
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}
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public class FishPKCDResponse
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{
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public string code { get; set; }
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public string message { get; set; }
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public FishPKCDdata data { get; set; }
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}
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public class FishPKCDdata
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{
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public int countdown { get; set; }
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public int countdown_type { get; set; }
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public float amount_left { get; set; }
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public float amount_right { get; set; }
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}
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public class FishPKSETResponse
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{
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public string code { get; set; }
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public string message { get; set; }
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public FishPKSETdata data { get; set; }
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}
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public class FishPKSETdata
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{
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public float balance { get; set; }
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public string status { get; set; }
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public float amount { get; set; }
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public float reward { get; set; }
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public float weight_left { get; set; }
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public float weight_right { get; set; }
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 29b5ece7ff1f9c946aee00668809f293
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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