转增密码接口的接入,战队界面要修改,只完成一半

This commit is contained in:
liuliang 2025-01-03 10:35:45 +08:00
parent fa2513f25c
commit 91b0b60ec1
18 changed files with 6894 additions and 1352 deletions

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@ -3,17 +3,21 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using Newtonsoft.Json.Bson;
public class Customer_serviceTanchuang : mount
{
public Button Kfbtn;
public Transform canvas;
public Button LogoutBtn;
public Button TransferBtn;
public GameObject transferPassword;
// Start is called before the first frame update
void Start()
{
Kfbtn.onClick.AddListener(Display_pop_up_window);
LogoutBtn.onClick.AddListener(LogoutClick);
TransferBtn.onClick.AddListener(transferClick);
}
private void LogoutClick()
@ -46,7 +50,10 @@ public class Customer_serviceTanchuang : mount
}
private void transferClick()
{
Instantiate(transferPassword, canvas);
}
private void Display_pop_up_window()//联系客服界面

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@ -41,7 +41,10 @@ public class Scene_main_jiekou :MonoBehaviour
withdrawAccountUpdate withdrawAccountUpdate = new withdrawAccountUpdate();
ForgingConfig forgingConfig = new ForgingConfig();
ForgingSumbit forgingSumbit = new ForgingSumbit();
teamInfo teamInfo = new teamInfo();
teamFansList teamFansList = new teamFansList();
modifyTradePassword modifyTradePassword = new modifyTradePassword();
sendCode sendCode = new sendCode();
public static Scene_main_jiekou instance;
//public PlayerInfoData infoData;
@ -61,13 +64,27 @@ public class Scene_main_jiekou :MonoBehaviour
return await logout.Logout();
}
public async Task<myResponse> ModifyTradePasswordss(string newPassword, string code)//转增密码设置
{
ModifyTradePasswordBody body = new ModifyTradePasswordBody();
body.code = code;
body.password = newPassword;
return await modifyTradePassword.ModifyTradePassword(body);
}
public async Task<transfersearchIndefo> TransfersearchInfos(string key)//转赠搜索
public async Task<transfersearchIndefo> TransfersearchInfos(string key)//转赠搜索
{
return await transfersearch.TransfersearchInfo(key);
}
public async Task<bool> TransferapplyInfos(string uid,int amount, string trade_password)//转增申请
public async Task<SendCodeResponse> SendCodess(string password, int value)
{
SendCodeBody body = new SendCodeBody();
body.account = password;
body.scene = value;
return await sendCode.SendCode(body);
}
public async Task<bool> TransferapplyInfos(string uid,int amount, string trade_password)//转增申请
{
transferapplyBody body =new transferapplyBody();
body.uid = uid;
@ -119,7 +136,17 @@ public class Scene_main_jiekou :MonoBehaviour
return _PlayerIndfo.Data;
}//»ñÈ¡Óû§ÏêÇé
public async Task<TreeInfo> TreeInfoS()//生态树信息
public async Task<TeamInfoResponse> TeamInfos()//团队信息
{
return await teamInfo.TeamInfo();
}
public async Task<TeamFansList> TeamFansLists()
{
return await teamFansList.TeamFansList();
}
public async Task<TreeInfo> TreeInfoS()//生态树信息
{
return await TreeInfoss.TreeInfo();
}

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@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Team : MonoBehaviour
{
public Text teamusegold;
public Text TeamName;
public Text TeamId;
public Text TeamCount;
public GameObject item;
public Transform parent;
public Text gold;//团队使用金币
public Text Contributetext;//战队贡献度
public Text LoadingProgress;//当前加载进度
public Button Submitbtn;
public Image DirectPushFill;
public Image PushFill;
public Text Inviteusername;
public Text Inviteuserid;
async void Start()
{
TeamInfoResponse response = await Scene_main_jiekou.instance.TeamInfos();
//if (response.Data.inviter_show == 1)
//{
// Inviteusername.text = info.Data.inviter.Nickname;
// Inviteuserid.text = info.Data.inviter.Uid;
// Invitewaternumner.text = info.Data.inviter.water.ToString();
// Invitewaterobj.gameObject.SetActive(true);
// start.gameObject.SetActive(true);
//}
//else
//{
// Inviteusername.text = "";
// Inviteuserid.text = "";
// Invitewaterobj.gameObject.SetActive(false);
// start.gameObject.SetActive(false);
//}
TeamName.text = response.Data.Info.Nickname;
TeamId.text = response.Data.Info.Uid;
TeamCount.text = "团队人数:" + response.Data.Info.team_count;
LoadingProgress.text = "当前加载进度:" + response.Data.Items[0].Percentage *10 +"%";
//gold.text = response.Data.Info.directly_active_count + "/" + response.Data.Info.directly_count;
//DirectPushFill.fillAmount = (float)response.Data.Info.directly_active_count / response.Data.Info.directly_count;
//Contributetext.text = response.Data.Info.team_active_count + "/" + response.Data.Info.team_count;
//PushFill.fillAmount = (float)response.Data.Info.team_active_count / response.Data.Info.team_count;
Init();
}
async void Init()
{
TeamFansList response =await Scene_main_jiekou.instance.TeamFansLists();
for (int i = 0; i < response.Data.Pages.TotalCount; i++)
{
}
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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guid: 4472a00256dc3aa47b02be573c57f30a
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@ -10,13 +10,40 @@ public class MainSwitchLevels : MonoBehaviour
public Image Levelfill;
public List<GameObject> levellist;
int CurrentLevel=1;
int CurrentBtn=1;
void Start()
{
prebtn.onClick.AddListener(Preclick);
nextbtn.onClick.AddListener(nextClick);
}
void Preclick()
{
}
void nextClick()
{
}
void showLevel()
{
switch (CurrentBtn)
{
case 1:
foreach (GameObject level in levellist)
{
// level.GetComponent<>
}
break;
}
}
// Update is called once per frame

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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TransferPanel : MonoBehaviour
{
public InputField passwordfiled;
public InputField VerificationCodefiled;
public Button closeBtn;
public Button SureBtn;
public Button CancelBtn;
public Button sendBtn;
void Start()
{
closeBtn.onClick.AddListener(CloseClick);
SureBtn.onClick.AddListener(SureClick);
CancelBtn.onClick.AddListener(CloseClick);
sendBtn.onClick.AddListener(SendClick);
}
async void SendClick()
{
PlayerInfoData data = await Scene_main_jiekou.instance.PlayerInfos();
SendCodeResponse response = await Scene_main_jiekou.instance.SendCodess(data.account,4);
if (response.code == 200)
{
Promptmgr.Instance.PromptBubble(response.message);
}
else
{
Promptmgr.Instance.PromptBubble(response.message);
}
}
void CloseClick()
{
Destroy(this.gameObject);
}
async void SureClick()
{
myResponse response = await Scene_main_jiekou.instance.ModifyTradePasswordss(passwordfiled.text,VerificationCodefiled.text);
if (response.code == 200)
{
Promptmgr.Instance.PromptBubble(response.message);
Destroy(this.gameObject);
}
else
{
Promptmgr.Instance.PromptBubble(response.message);
}
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -20,17 +20,13 @@ public class modifyTradePassword : MonoBehaviour
{ "client-info", "{\"platform\":\"ios\",\"phone_product\":\"apple\",\"phone_model\":\"iPhone_8\",\"system_version\":\"12.0\",\"screen_size\":\"750*1334\",\"device_no\":\"e3e277810fff9d955ebdd7037eff51a8\",\"version\":\"1.0.0\"}" }
};
}
public async Task<bool> ModifyTradePassword(string newPassword, string code)
public async Task<myResponse> ModifyTradePassword(ModifyTradePasswordBody body)
{
ModifyTradePasswordBody body = new ModifyTradePasswordBody();
body.code = code;
body.password = newPassword;
string response = await myWeb.SendRequest(myWeb.URL + "/api/user/modify_trade_password", "POST", JsonConvert.SerializeObject(body), CreateHeaders());
Debug.Log("תÔöÃÜÂëÉèÖÃ" + response);
myResponse ModifyTradePasswordResponse = JsonConvert.DeserializeObject<myResponse>(response);
bool isSucceed;
if (ModifyTradePasswordResponse.code == 200) { isSucceed = true; } else { isSucceed = false; }
return isSucceed;
return ModifyTradePasswordResponse;
}
}
//============================================================================

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@ -51,7 +51,7 @@ public class TeamInfoInfo
public int CertifyStatus { get; set; }
public string CreateTime { get; set; }
public string LastLoginTime { get; set; }
public int TeamCount { get; set; }
public int team_count { get; set; }
public int DirectlyCount { get; set; }
public double KpiGold { get; set; }
public double TeamKpiGold { get; set; }