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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AddressPanel : MonoBehaviour
{
public GameObject addressPrefab;
public Transform trans;
void Start()
{
getData();
}
public async void getData()
{
AdressResponse adressResponse = new AdressResponse();
AdressList83 adressList83 = new AdressList83();
adressResponse = await adressList83.AdressList();
int length = adressResponse.data.Count;
for(int i = 0; i < length; i++)
{
//Debug.Log(i);
GameObject addres = GameObject.Instantiate(addressPrefab,trans);
addres.name = "address_" + i;
addressItem item = addres.GetComponent<addressItem>();
item.SetInfo();
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class addressItem : MonoBehaviour
{
public TextMeshProUGUI nameTxt;//Ãû³Æ
public TextMeshProUGUI addressTxt;//µØÖ·
public TextMeshProUGUI telTxt;//µç»°
public Button editBtn;//±à¼­°´Å¥
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetInfo()
{
}
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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class AdressList83 : MonoBehaviour
{
public AdressResponse adressResponse;
public async Task<AdressResponse> AdressList()
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head83 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 异步发送请求
string response83 = await web.SendRequest(web.URL + "/snail/area/list", "POST", "{}", head83);
// 调试输出接收到的响应
Debug.Log("8.3地址列表: " + response83);
// 将响应反序列化为 AdressResponse 对象
try
{
adressResponse = JsonConvert.DeserializeObject<AdressResponse>(response83);
Debug.Log(adressResponse.data + "=======================================");
// 遍历 data 列表中的每个地址
if (adressResponse.data != null)
{
foreach (var address in adressResponse.data)
{
Debug.Log($"地址ID: {address.id}");
Debug.Log($"收件人: {address.receiveName}");
Debug.Log($"电话号码: {address.receivePhone}");
Debug.Log($"区域: {address.area}");
Debug.Log($"详细地址: {address.address}");
Debug.Log($"状态: {address.status}");
Debug.Log($"创建时间: {address.createTime}");
}
}
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的对象
return adressResponse;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//8.4查看地址详情
public class areaInfo84 : MonoBehaviour
{
public AdressInfoResponse adressInfoResponse;
public async Task<AdressInfoResponse> AdressInfo(int areaId)
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head84 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 异步发送请求
string response84 = await web.SendRequest(web.URL + "/snail/area/queryInfo?areaId=" + areaId, "GET", "{}", head84);
// 调试输出接收到的响应
Debug.Log("8.4地址详情====================: " + response84);
// 将响应反序列化为 AdressInfoResponse 对象
try
{
adressInfoResponse = JsonConvert.DeserializeObject<AdressInfoResponse>(response84);
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的对象
return adressInfoResponse;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class newAddress81 : MonoBehaviour
{
//返回的(解析后)
public newAddressResponse newAddressResponse;
//public async Task<KnightBetResult> queryKnightBetResult(int KnightId) // 5.2.2//需传入KightId
public async Task<newAddressResponse> newAddress(string receiveName, string receivePhone,string area, string address)
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head81 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
newAddressBody newAddressBody = new newAddressBody
{
receivePhone = receivePhone,
area = area,
address = address,
receiveName = receiveName,
};
//Debug.Log("8.1=====入参======"+ JsonConvert.SerializeObject(newAddressBody));
// 异步发送请求
//string response525 = await web.SendRequest(web.URL + "/snail/gameKnight/queryUserBetResult", "POST", JsonUtility.ToJson(queryKnightRoomListBody), head525);
string response81 = await web.SendRequest(web.URL + "/snail/area/save", "POST", JsonConvert.SerializeObject(newAddressBody), head81);
// 调试输出接收到的响应
Debug.Log("8.1新增地址:======== " + response81);
//将响应反序列化为 KnightRoomList 对象
try
{
newAddressResponse = JsonConvert.DeserializeObject<newAddressResponse>(response81);
//Debug.Log(newAddressResponse.data+"");
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的 对象
return newAddressResponse;
}
}

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@ -0,0 +1,55 @@
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class updateAddress82 : MonoBehaviour
{
//返回的(解析后)
public updateAddressResponse updateAddressResponse;
//public async Task<KnightBetResult> queryKnightBetResult(int KnightId) // 5.2.2//需传入KightId
public async Task<updateAddressResponse> updateAddress(int id,string receiveName, string receivePhone, string area, string address)
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head81 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
updateAddressBody updateAddressBody = new updateAddressBody
{
id = id,
receivePhone = receivePhone,
area = area,
address = address,
receiveName = receiveName,
};
Debug.Log("8.2=====入参======" + JsonConvert.SerializeObject(updateAddressBody));
// 异步发送请求
//string response525 = await web.SendRequest(web.URL + "/snail/gameKnight/queryUserBetResult", "POST", JsonUtility.ToJson(queryKnightRoomListBody), head525);
string response82 = await web.SendRequest(web.URL + "/snail/area/update", "POST", JsonConvert.SerializeObject(updateAddressBody), head81);
// 调试输出接收到的响应
Debug.Log("8.2修改地址:+++++++++++++ " + response82);
//将响应反序列化为 KnightRoomList 对象
try
{
updateAddressResponse = JsonConvert.DeserializeObject<updateAddressResponse>(response82);
Debug.Log(updateAddressResponse.data + "=======================================");
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的 对象
return updateAddressResponse;
}
}

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@ -30,7 +30,8 @@ public class BuyGoodId42 : MonoBehaviour
// 将响应反序列化为对象 // 将响应反序列化为对象
BuyGoodIdResponse buyGoodIdResponse = JsonConvert.DeserializeObject<BuyGoodIdResponse>(response42); BuyGoodIdResponse buyGoodIdResponse = JsonConvert.DeserializeObject<BuyGoodIdResponse>(response42);
Debug.Log("8==================================D" + buyGoodIdResponse.Data.TotalCount);
// Debug.Log("8==================================D" + buyGoodIdResponse.Data.TotalCount);
return buyGoodIdResponse; return buyGoodIdResponse;
} }

View File

@ -766,3 +766,67 @@ public class InviteUserInfo
public bool? isMember { get; set; } public bool? isMember { get; set; }
public string unionId { get; set; } public string unionId { get; set; }
} }
//=========81==========================================
//添加地址请求体
public class newAddressBody
{
public string receiveName { get; set; }
public string receivePhone { get; set; }
public string area { get; set; }
public string address { get; set; }
}
public class newAddressResponse : Response
{
public string data;
}
//======8.2================================================
//请求体
public class updateAddressBody
{
public int id { get; set; }
public string receiveName { get; set; }
public string receivePhone { get; set; }
public string area { get; set; }
public string address { get; set; }
}
//返回
public class updateAddressResponse : Response
{
public string data;
}
//=========8.3=================================================
[Serializable]
public class Address
{
public int id;
public int userId;
public string receiveName;
public string receivePhone;
public string area;
public string address;
public int status;
public string createTime;
}
[Serializable]
public class AdressResponse : Response
{
public List<Address> data; // 包含多个地址的列表
}
//8.4===================================================================
public class AdressInfoResponse : Response
{
public AddressInfoData data { get; set; }
}
public class AddressInfoData
{
public int id { get; set; }
public int userId { get; set; }
public string receiveName { get; set; }
public string receivePhone { get; set; }
public string area { get; set; }
public string address { get; set; }
public int status { get; set; }
public string createTime { get; set; }
}

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@ -0,0 +1,79 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class snailRider : MonoBehaviour
{
public Image palye;
public GameObject obj;
public List<Sprite> LightSprite;
public GameObject startingPoint;
public GameObject end;
public bool is_victory = false;//这只蜗牛是否在本回合比赛胜利
public bool is_die = false;//这个蜗牛死了没
float offset = 0;
// Start is called before the first frame update
async void Start()
{
startMove();
while (true)
{
if (LightSprite == null) return;
foreach (Sprite sprite in LightSprite)
{
if (palye != null)
{
palye.sprite = sprite;
await Task.Delay(50);
}
}
}
}
private void OnDestroy()
{
LightSprite = null;
}
void startMove()
{
palye.enabled = !is_die;
if (!is_die)
{
float suiji = 0;
if (is_victory)
{
suiji = UnityEngine.Random.Range(-1f,0f);
}
else
{
suiji = UnityEngine.Random.Range(1f, 5f);
}
Sequence mySequence = DOTween.Sequence();
mySequence.Append(transform.DOMove(startingPoint.transform.position, 0.01f))
.Append(transform.DOMove(end.transform.position, 5f + suiji))
;
}
//+UnityEngine.Random.Range(-2f, 5.0f)
}
private void Update()
{
offset = Mathf.Lerp(offset, 0, 1f * Time.deltaTime);
obj.transform.localPosition = Vector3.Lerp(obj.transform.localPosition, new Vector3(offset, 0, 0), 1f * Time.deltaTime);
}
async void OnTriggerEnter2D(Collider2D other)
{
Destroy(other.gameObject);
if (other.gameObject.GetComponent< snailRiderItem >().mode == snailRiderItem.Mode.accelerate)
{
offset = 500;
}
else
{
offset = -500;
}
}
}

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class snailRiderItem : MonoBehaviour
{
public enum Mode
{
accelerate,//źÓËŮ
slowDown//źőËŮ
}
public Mode mode = Mode.accelerate;
public Sprite accelerate;
public Sprite slowDown;
private void Update()
{
if (mode == Mode.accelerate)
{
GetComponent<Image>().sprite = accelerate;
}
else
{
GetComponent<Image>().sprite = slowDown;
}
}
}

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@ -17,7 +17,7 @@ public class main_BaseShowPanel : MonoBehaviour
return; return;
} }
panel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); panel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
panel.transform.DOScale(1f, 0.8f); panel.transform.DOScale(1f, 0.5f);
} }
} }

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@ -51,8 +51,8 @@ public class main_game :Base
} }
// 实例化 Panel 并设置缩放为 0.5 // 实例化 Panel 并设置缩放为 0.5
GameObject newPanel = GameObject.Instantiate(_panel, canvas.transform); /*GameObject newPanel =*/ GameObject.Instantiate(_panel, canvas.transform);
newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); /* newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);*/
} }
} }

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@ -20,6 +20,8 @@ public class main_shop :BaseUIPanel
{ {
await ButtonClickAnimationAsync(BTN.gameObject); await ButtonClickAnimationAsync(BTN.gameObject);
BTN.GetComponent<main_RedDot>().HideRedDot();
if (Panel == null) if (Panel == null)
{ {
addEventPopUp("먦·Å", 3f); addEventPopUp("먦·Å", 3f);

View File

@ -4,16 +4,5 @@ using UnityEngine;
public class scene_main_init : MonoBehaviour public class scene_main_init : MonoBehaviour
{ {
[Header("作为父节点的canvas")]
public Canvas _canvas;
[Header("需要生成的预制体")]
public GameObject panelPrefab;
// Start is called before the first frame update
void Start()
{
GameObject newPanel= GameObject.Instantiate(panelPrefab,_canvas.transform);
//newPanel.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
}
} }

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@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class Change_Password : Base
{
public TMP_InputField PhonenumberInput;
public TMP_InputField YanzhengmaInput;
public TMP_InputField NewPasswordInput;
public Button ConfirmBtn;
public ShimingPanel shimingPanel;
// Start is called before the first frame update
void Start()
{
ConfirmBtn.onClick.AddListener(ConfirmClick);
PhonenumberInput.placeholder.GetComponent<TextMeshProUGUI>().text = shimingPanel.phonenumber.text;
}
async void ConfirmClick()
{
string response = "";//²âÊÔ
string body = "{\"password\":\"" +NewPasswordInput.text + "\",\"verifyCode\":" + int.Parse(YanzhengmaInput.text) + "}";
Debug.Log(body);
response = await web.SendRequest(web.URL + "/snail/user/changePassword", "POST", body, Global.global.CreateHeaders());
Debug.Log(response);
}
// Update is called once per frame
void Update()
{
}
}

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@ -12,6 +12,7 @@ public class LoginItem :MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
Init(); Init();
} }

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@ -0,0 +1,57 @@
using UnityEngine;
using UnityEngine.UI;
using static OrderPanel;
public class OrderObj : MonoBehaviour
{
//已完成背景图
public Sprite imgBk1;
//已取消背景图
public Sprite imgBk2;
//已完成字体颜色
private string colorZong = "574436";
//已取消字体颜色
private string colorFen = "B67687";
//支付中字体颜色
private string colorLv = "63B900";
//背景
public Image imgBk;
//商品Id
public Text txtId;
//支付状态
public Text txtFinish;
public void UpdatePanel(OrderList order)
{
txtId.text = order.productId + "\n" + order.createTime;
switch (order.payStatus)
{
case 0:
txtFinish.text = "支付中";
txtFinish.color = HexToColor(colorLv);
imgBk.sprite = imgBk1;
break;
case 1:
txtFinish.text = "已完成";
txtFinish.color = HexToColor(colorZong);
imgBk.sprite = imgBk1;
break;
case 2:
txtFinish.text = "已取消";
txtFinish.color = HexToColor(colorFen);
imgBk.sprite = imgBk2;
break;
}
}
// 将十六进制颜色转换为 Color
private Color HexToColor(string hex)
{
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
return new Color32(r, g, b, 255);
}
}

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@ -0,0 +1,103 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
public class OrderPanel : MonoBehaviour
{
public ScrollRect sv;
public GameObject orderObj;
private string urlPath = "/snail/order/queryPage";
//订单信息
private OrderInfo orderInfo;
// Start is called before the first frame update
void Start()
{
ReGetOrder();
}
// Update is called once per frame
void Update()
{
}
//请求体
public class OrderMsg
{
public int orderByDesc { get; set; }
}
public class OrderInfo
{
public int code;
public string message;
public OrderData data = new OrderData();
}
public class OrderData
{
public int pageNo;
public int pageSize;
public int totalCount;
public List<OrderList> dataList = new List<OrderList>();
}
public class OrderList
{
//玩家id
public int userId;
//商品id
public int productId;
public int productType;
//0支付中1成功2失败
public int payStatus;
public int price;
//下单时间
public string createTime;
public string receiveName;
public string receivePhone;
public string area;
public string address;
}
OrderMsg msg = new OrderMsg() { orderByDesc = 1 };
//准备请求的头部信息,包含授权令牌
private Dictionary<string, string> headInfo = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
//
public async Task ReGetOrder()
{
// 请求体
//异步发送请求
string responsel6 = await web.SendRequest(web.URL + "/snail/order/queryPage", "POST", JsonUtility.ToJson(msg), headInfo);
Debug.Log(responsel6);
//orderInfo = JsonUtility.FromJson<OrderInfo>(responsel6);
//测试
orderInfo = new OrderInfo();
orderInfo.data.dataList.Add(new OrderList());
orderInfo.data.dataList.Add(new OrderList());
orderInfo.data.dataList.Add(new OrderList());
for (int i = 0; i < orderInfo.data.dataList.Count; i++)
{
//创建对象
GameObject go = Instantiate(orderObj);
go.transform.SetParent(sv.content, false);
//更新面板
go.GetComponent<OrderObj>().UpdatePanel(orderInfo.data.dataList[i]);
}
}
}

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@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShimingPanel : Base
{
public Text phonenumber;
public Button changePdBtn;
public Button Deregister_accountBtn;
public Button User_AgreementBtn;
public Button Privacy_PolicyBtn;
public Button checkBtn;
// Start is called before the first frame update
void Start()
{
changePdBtn.onClick.AddListener(ChangeClick);
Deregister_accountBtn.onClick.AddListener(Deregisterclick);
User_AgreementBtn.onClick.AddListener(User_AgreementClick);
Privacy_PolicyBtn.onClick.AddListener(PrivacyClick);
checkBtn.onClick.AddListener(CheckClick);
}
void ChangeClick()
{
GameObject change = (GameObject)Instantiate(Resources.Load("LLPrefabs/Change_Password"),this.transform.parent);
change.GetComponent<Change_Password>().shimingPanel = this;
}
void Deregisterclick()
{
}
void User_AgreementClick()
{
}
void PrivacyClick()
{
}
void CheckClick()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -71,8 +71,8 @@ Material:
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