更新web相关文件
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@ -4584,8 +4584,6 @@ GameObject:
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serializedVersion: 6
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--- !u!1 &1850703526
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GameObject:
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m_ObjectHideFlags: 0
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@ -15,7 +15,7 @@ public class LoginAndGetToken : MonoBehaviour
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private void OnEnable()
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{
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Login();
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//Login();
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}
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public async void Login()
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@ -303,7 +303,6 @@ public class cutePoolPage {
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public int orderByBeansCoin;
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}
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*/
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/*using System;
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using System.Collections;
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using System.Collections.Generic;
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@ -526,7 +525,6 @@ public class WebConnact : MonoBehaviour
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{
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}
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}*/
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/*using System;
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using System.Collections;
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using System.Collections.Generic;
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@ -982,11 +980,10 @@ using System.Collections.Generic;
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using UnityEngine;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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public class WebConnact : MonoBehaviour
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{
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private string token = null; // 保存最新的 token,初始为 null
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private int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
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public string token = null; // 保存最新的 token,初始为 null
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public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
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void Start()
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{
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@ -998,17 +995,21 @@ public class WebConnact : MonoBehaviour
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}
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// 当接收到 token 时触发此方法,仅保存 token
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void HandleTokenReceived(string receivedToken)
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public void HandleTokenReceived(string receivedToken)
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{
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token = receivedToken; // 保存最新的 token
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// 首次调用加载初始数据
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//LoadInitialData();
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//LoadGameEscapeData();
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Debug.Log("接收到新的 token: " + token);
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}
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// 当游戏逃亡 ID 更新时触发此方法,仅保存最新的 escapeId
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void HandleGameEscapeIdUpdated(int newGameEscapeId)
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public void HandleGameEscapeIdUpdated(int newGameEscapeId)
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{
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escapeId = newGameEscapeId; // 保存最新的 escapeId
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Debug.Log("接收到新的 GameEscapeId: " + escapeId);
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//LoadGameEscapeData();
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//Debug.Log("接收到新的 GameEscapeId: " + escapeId);
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}
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// 加载初始数据,使用最新的 token
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@ -1044,7 +1045,7 @@ public class WebConnact : MonoBehaviour
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}
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// 查询最近的大屠杀
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await QueryLatestMassacre();
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// await QueryLatestMassacre();
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// 查询逃亡房间详情
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await QueryEscapeRoomDetails();
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// 用户下注
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@ -1056,7 +1057,7 @@ public class WebConnact : MonoBehaviour
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}
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// 更新用户信息
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private async Task UpdateUserInformation()
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public async Task UpdateUserInformation()
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{
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var headers = CreateHeaders();
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string body = @"
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@ -1072,7 +1073,7 @@ public class WebConnact : MonoBehaviour
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}
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// 查询用户详情
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private async Task<string> QueryUserDetails()
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public async Task<string> QueryUserDetails()
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{
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var headers = CreateHeaders();
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Debug.Log("正在查询用户详细信息...");
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@ -1082,7 +1083,7 @@ public class WebConnact : MonoBehaviour
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}
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// 加载商城数据
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private async Task LoadMallData()
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public async Task LoadMallData()
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{
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// 查询商城虚拟商品列表
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await QueryMallList(0);
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@ -1095,7 +1096,7 @@ public class WebConnact : MonoBehaviour
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}
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// 查询商城列表
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private async Task QueryMallList(int productType)
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public async Task QueryMallList(int productType)
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{
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var headers = CreateHeaders();
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Mall_List mallList = new Mall_List
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@ -1107,7 +1108,7 @@ public class WebConnact : MonoBehaviour
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}
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// 获取商城商品详情
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private async Task GetMallProductDetails(int productId)
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public async Task GetMallProductDetails(int productId)
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{
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var headers = CreateHeaders();
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Product_Details productDetails = new Product_Details
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@ -1119,7 +1120,7 @@ public class WebConnact : MonoBehaviour
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}
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// 购买商品
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private async Task BuyMallProduct(int userId, int productId)
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public async Task BuyMallProduct(int userId, int productId)
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{
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var headers = CreateHeaders();
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Mall_buy mallBuy = new Mall_buy
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@ -1131,16 +1132,16 @@ public class WebConnact : MonoBehaviour
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Debug.Log("购买商品响应: " + response);
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}
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// 查询最近的大屠杀
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private async Task QueryLatestMassacre()
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{
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var headers = CreateHeaders();
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string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", "{}", headers);
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Debug.Log("查询最近大屠杀响应: " + response);
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}
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//// 查询最近的大屠杀
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//public async Task QueryLatestMassacre()
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//{
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// var headers = CreateHeaders();
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// string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", "{}", headers);
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// Debug.Log("查询最近大屠杀响应: " + response);
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//}
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// 查询逃亡房间详情
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private async Task QueryEscapeRoomDetails()
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public async Task QueryEscapeRoomDetails()
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{
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var headers = CreateHeaders();
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string body = $@"
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@ -1153,7 +1154,7 @@ public class WebConnact : MonoBehaviour
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}
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// 用户下注
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private async Task UserBet()
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public async Task UserBet()
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{
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var headers = CreateHeaders();
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string body = $@"
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@ -1168,7 +1169,7 @@ public class WebConnact : MonoBehaviour
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}
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// 查询击杀信息
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private async Task QueryKill()
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public async Task QueryKill()
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{
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var headers = CreateHeaders();
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string body = $@"
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@ -1181,7 +1182,7 @@ public class WebConnact : MonoBehaviour
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}
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// 查询用户下注结果
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private async Task QueryUserBetResult()
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public async Task QueryUserBetResult()
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{
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var headers = CreateHeaders();
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string body = $@"
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@ -1194,7 +1195,7 @@ public class WebConnact : MonoBehaviour
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}
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// 创建请求头,使用最新的 token
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private Dictionary<string, string> CreateHeaders()
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public Dictionary<string, string> CreateHeaders()
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{
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if (string.IsNullOrEmpty(token))
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{
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@ -43,7 +43,7 @@ public class selectGameEscape512 : MonoBehaviour
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{
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while (true) // 无限循环来实现每2秒发送一次请求
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{
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yield return new WaitForSeconds(5f); // 每2秒暂停一次
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yield return new WaitForSeconds(2f); // 每2秒暂停一次
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yield return gameEscape(token); // 调用gameEscape方法
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}
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}
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@ -52,7 +52,7 @@ public class selectGameEscape512 : MonoBehaviour
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{
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// 用来给请求头赋值
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string Authorization = token;
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Debug.Log("Loding(Authorization)请求头赋值" + Authorization);
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//Debug.Log("Loding(Authorization)请求头赋值" + Authorization);
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// 5.1查询最近一场大屠杀
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Dictionary<string, string> head51 = new Dictionary<string, string>
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@ -70,7 +70,7 @@ public class selectGameEscape512 : MonoBehaviour
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if (response != null && response.code == 200 && response.data != null)
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{
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gameEscapeId = response.data.gameEscapeModel.id;
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Debug.Log("解析成功,id为: " + gameEscapeId);
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//Debug.Log("解析成功,id为: " + gameEscapeId);
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// 触发事件,通知所有订阅者
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OnGameEscapeIdUpdated?.Invoke(gameEscapeId);
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@ -126,109 +126,3 @@ public class selectGameEscape512 : MonoBehaviour
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}
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/*public class selectGameEscape512 : MonoBehaviour
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{
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int gameEscapeId;
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void Start()
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{
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// 由于除登录注册外的其他方法,都需要登录后返回的token
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// 因此登录不在此发送请求(同时)
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// 采用监听和事件回调的方法,只有监听到登录和token返回时,才运行其他方法
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LoginAndGetToken.OnTokenReceived += HandleTokenReceived;
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}
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void HandleTokenReceived(string token)
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{
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// 使用 token
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Debug.Log("HandleTokenReceived监听:" + token);
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StartCoroutine(GameEscapeRoutine(token)); // 启动协程,每2秒调用一次gameEscape
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}
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// 创建一个IEnumerator的协程
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IEnumerator GameEscapeRoutine(string token)
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{
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while (true) // 无限循环来实现每2秒发送一次请求
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{
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yield return new WaitForSeconds(2f); // 每2秒暂停一次
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yield return gameEscape(token); // 调用gameEscape方法
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}
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}
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public async Task gameEscape(string token)
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{
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// 用来给请求头赋值
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string Authorization = token;
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Debug.Log("Loding(Authorization)请求头赋值" + Authorization);
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// 5.1查询最近一场大屠杀
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Dictionary<string, string> head51 = new Dictionary<string, string>
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{
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{ "Authorization", Authorization }, // 设置授权头
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};
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string response51 = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", "{}", head51);
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Debug.Log("5.1查询最近一场大屠杀(独立)" + response51); // 查询最近一场大逃亡游戏详情:
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// 解析JSON数据
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string json = response51;
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Response response = JsonConvert.DeserializeObject<Response>(json);
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if (response != null && response.code == 200 && response.data != null)
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{
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gameEscapeId = response.data.gameEscapeModel.id;
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Debug.Log("解析成功,id为: " + gameEscapeId);
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}
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else
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{
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Debug.LogError("解析失败或响应错误");
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}
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}
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void OnDestroy()
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{
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// 取消监听,避免内存泄漏
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LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
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}
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// Update is called once per frame
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void Update()
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{
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}
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[Serializable]
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public class GameEscapeModel
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{
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public int id; // 解析游戏ID
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public string gameNo; // 包括游戏编号
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}
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[Serializable]
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public class GameEscapeRoomResponseVo
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{
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public int escapeId; // 逃脱游戏的ID
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public int roomNo; // 房间号
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}
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[Serializable]
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public class Data
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{
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public int carrySeconds; // 持续秒数
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public GameEscapeModel gameEscapeModel; // 嵌套的GameEscapeModel对象
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public List<GameEscapeRoomResponseVo> gameEscapeRoomResponseVoList; // 房间信息列表
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public object gameEscapeUserModel; // 用户模型,可以保持为空或根据需要进行定义
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}
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[Serializable]
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public class Response
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{
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public int code; // 状态码
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public string message; // 返回信息
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public Data data; // 数据对象
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}
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}*/
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