using System; using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using UnityEngine.UI; public class InitInfo : MonoBehaviour { private MainObject parsedData; public Text name; public Text userid; // Start is called before the first frame update private async void Start() { string response = await web.SendRequest("http://47.109.133.52/Player/GetInfo", "POST"); Debug.Log(response); parsedData = JsonUtility.FromJson(response); Debug.Log(parsedData.Info.Gold); AssestPanel.instance.SetCoinText(parsedData.Info.Gold); AssestPanel.instance.SetStoneText(parsedData.Info.Gem); //name.text = parsedData.Info.Name; //userid.text = "id :" + parsedData.Info.Id; GetListByPhone getlistbyphone = new GetListByPhone(); getlistbyphone.Phone = "1"; string jsonString = JsonUtility.ToJson(getlistbyphone); string userponse = await web.SendRequest("http://47.109.133.52/Player/GetListByPhone", "POST", jsonString); Debug.Log(userponse); //RootData RootData = LitJson.JsonMapper.ToObject(userponse RootData itemList = JsonUtility.FromJson(userponse); Debug.Log(itemList.List[0].Gold); if (itemList.List == null) { Debug.Log("list¿Õ"); //Debug.Log(rootData.); } // Debug.Log(rootData.Info.Id); } // Update is called once per frame void Update() { } } public class MainObject { public Info Info; public int ErrorCode; public string ErrorMessage; } [Serializable] public class Info { public string Id; public int Gold; public int Gem; public string Phone; public string Name; } [System.Serializable] public class PlayerData { public string Id; public object IslandId; public object IsLocked; public object IsCanceled; public string Phone; public string Name; public object Level; public object Referrer; public object Referrals; public float Gold; public object Gem; public object Ore; public object Forge; public object FirstBlood; public object LoginCount; public object TeamLevel; public object Contribution; public object Stamina; public object TreeLevel; public object TreeExp; public object Water; public object CreateDateTime; } [Serializable] public class InfoData { public string Id; public string Name; public float Gold; public int Gem; public int Forge; public int Water; public int Level; } [System.Serializable] public class RootData { public PlayerData[] List; public object Info ; public int Stamina; public int Count; public int ErrorCode; public string ErrorMessage; }