_TheStrongestSnail/TheStrongestSnail/Assets/Scripts/snailFactory/queryUserSnailCount.cs

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using Newtonsoft.Json;
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using System;
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using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//9.2,查询我的工厂未绑定的蜗牛数:
public class queryUserSnailCount : MonoBehaviour
{
public async Task<UserSnail> QueryUserSnailCount() // 9.1
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 异步发送请求以获取最新的蜗牛骑士信息
string response92 = await web.SendRequest(web.URL + "/snail/factory/queryUserSnailCount", "POST", "{}", head);
// 调试输出接收到的响应
Debug.Log("9.2查询我的工厂未绑定的蜗牛数" + response92);
// 将响应反序列化为对象
UserSnail userSnail = JsonConvert.DeserializeObject<UserSnail>(response92);
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// 返回解析后的对象
return userSnail;
}
}
//==========返回=====================================================================
//返回参数code200成功
//        message成功提示语
//        data空闲蜗牛的数组这里取数组的长度即可最大渲染10只蜗牛
//            idLong蜗牛的id 
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public class UserSnail:Response
{
public List<UserSnailData> data { get; set; } // 用于存储数据列表
}
public class UserSnailData
{
public int id { get; set; } // id
public int userId { get; set; } // userId
public int orderId { get; set; } // orderId
public int slotId { get; set; } // slotId
public int source { get; set; } // source
public string exchangeCode { get; set; } // exchangeCode
public string workBegin { get; set; } // workBegin
public string workEnd { get; set; } // workEnd
public string workNow { get; set; } // workNow
public int settle { get; set; } // settle
public int status { get; set; } // status
public string createTime { get; set; } // createTime
public string updateTime { get; set; } // updateTime
}
/*public class UserSnail : Response
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{
public List<UserSnailData> data;
}
public class UserSnailData
{
public long snailId;
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}*/