# Conflicts:
#	TheStrongestSnail/Assets/Scenes/Test.unity
This commit is contained in:
舒荣森 2024-11-26 02:11:29 +08:00
commit bfca46aa5f
63 changed files with 11574 additions and 9917 deletions

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View File

@ -9,7 +9,7 @@ using UnityEngine;
using UnityEngine.UI;
public class BettingBtn : MonoBehaviour
public class BettingBtn : Base
{
public PlayerInfo playerCoinUpdate;//用于每次下注后更新左上角金币数
public static BettingBtn instance;
@ -84,12 +84,14 @@ public class BettingBtn : MonoBehaviour
//调用玩家信息,更新左上角蜗蛋数量
playerCoinUpdate.QueryPlayerInfo();
Debug.Log("-------投注成功-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
addEventPopUp(serverResponse_513.message);
//Debug.Log("-------投注成功-------");
//Promptmgr.Instance.PromptBubble(serverResponse_513.message);
}
else {
Debug.Log("-------投注失败-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
// Debug.Log("-------投注失败-------");
addEventPopUp(serverResponse_513.message);
//Promptmgr.Instance.PromptBubble(serverResponse_513.message);
}
Debug.Log("点击了下注按钮================================================" + playerCoinUpdate.Money);
@ -116,15 +118,17 @@ public class BettingBtn : MonoBehaviour
if (serverResponse_513.code == 200)
{
Debug.Log("-------切换投注成功-------");
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
// Debug.Log("-------切换投注成功-------");
addEventPopUp(serverResponse_513.message);
//Promptmgr.Instance.PromptBubble(serverResponse_513.message);
onComplete?.Invoke();
bg.GetComponentInChildren<AllHouseContro>().ReHouseText();//5.1.2
}
else
{
Promptmgr.Instance.PromptBubble(serverResponse_513.message);
Debug.Log("-------切换投注失败-------");
addEventPopUp(serverResponse_513.message);
// Promptmgr.Instance.PromptBubble(serverResponse_513.message);
//Debug.Log("-------切换投注失败-------");
}
}

View File

@ -1,5 +1,5 @@
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guid: 112f9d113bc470a49a2fc0ca3814a705
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@ -0,0 +1,36 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//查询靓号分页
public class GoodIdPage41 : MonoBehaviour
{
public async Task<GoodIdResponse> queryUnionPage() // 4.1
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head41 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
GoodIdPageBody goodIdPageBody = new GoodIdPageBody
{
//userId = Global.global.serverResponse.data.userId,
orderByDesc = 1
};
// 异步发送请求
string response41 = await web.SendRequest(web.URL + "/snail/cutePool/page", "POST", JsonUtility.ToJson(goodIdPageBody), head41);
// 调试输出接收到的响应
Debug.Log("4.1查询靓号分页" + response41);
// 将响应反序列化为对象
GoodIdResponse goodIdResponse = JsonConvert.DeserializeObject<GoodIdResponse>(response41);
Debug.Log("8==================================D"+goodIdResponse.Data.TotalCount);
return goodIdResponse;
}
}

View File

@ -0,0 +1,11 @@
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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -17,14 +17,14 @@ public class Global : MonoBehaviour
DontDestroyOnLoad(this);
}
// 创建请求头,使用最新的 token
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (string.IsNullOrEmpty(Global.global.serverResponse.data.token))
{
Debug.LogWarning("尝试创建请求头时token 未设置。");
Debug.LogWarning("尝试创建请求头时token 未设置。");
return new Dictionary<string, string>();
}
@ -37,28 +37,28 @@ public class Global : MonoBehaviour
[Serializable]
public class GameEscapeRoomResponseVo
{
public int escapeId; // 游戏的ID
public int roomNo; // 房间编号
public float roomBeansCoin; // 房间下注欢乐豆
public int escapeId; // 游戏的ID
public int roomNo; // 房间编号
public float roomBeansCoin; // 房间下注欢乐豆
public int roomUserNo;
}
[Serializable]
public class userIDgameId
{
public int userId; // 用户id
public int escapeId; // 游戏id
public int orderByDesc;//参与记录正序或倒叙1正序其他倒叙
public int weekType;//1是昨天0是今天
public int userId; // 用户id
public int escapeId; // 游戏id
public int orderByDesc;//参与记录正序或倒叙1正序其他倒叙
public int weekType;//1是昨天0是今天
}
[Serializable]
public class Data
{
public int carrySeconds; // 携带时间秒数
public List<GameEscapeRoomResponseVo> gameEscapeRoomResponseVoList; // 房间列表
public GameEscapeModel gameEscapeModel; // 游戏逃亡模型 (目前未处理)
public object gameEscapeUserModel; // 游戏逃亡用户模型 (目前未处理)
public int carrySeconds; // 携带时间秒数
public List<GameEscapeRoomResponseVo> gameEscapeRoomResponseVoList; // 房间列表
public GameEscapeModel gameEscapeModel; // 游戏逃亡模型 (目前未处理)
public object gameEscapeUserModel; // 游戏逃亡用户模型 (目前未处理)
}
@ -86,31 +86,31 @@ public class Data514
[Serializable]
public class Data515
{
public float bet;//当前用户的下注
public int roomNo;//当前用户下注的房间号
public int outcome;//默认0还没结果1胜利2失败
public float win;//获胜后赢得多少欢乐豆
public float beansCoin;//本局最终获得多少欢乐豆
public float ichorCoin;//本局最终获得的灵液
public float bet;//当前用户的下注
public int roomNo;//当前用户下注的房间号
public int outcome;//默认0还没结果1胜利2失败
public float win;//获胜后赢得多少欢乐豆
public float beansCoin;//本局最终获得多少欢乐豆
public float ichorCoin;//本局最终获得的灵液
}
[Serializable]
public class ServerResponse515 : Response
{
public Data515 data; // 数据对象
public Data515 data; // 数据对象
}
[Serializable]
public class ServerResponse: Response
{
public Data data; // 数据对象
public Data data; // 数据对象
}
[Serializable]
public class ServerResponse514: Response
{
public Data514 data; // 数据对象
public Data514 data; // 数据对象
}
[Serializable]
public class ServerResponse18 : Response
@ -120,42 +120,42 @@ public class ServerResponse18 : Response
[Serializable]
public class Response
{
public int code; // 响应状态码
public string message; // 提示语
public int code; // 响应状态码
public string message; // 提示语
}
// 数据类
// 数据类
[Serializable]
public class GameEscapeModel
{
public int id; // 游戏 ID
public string gameNo; // 游戏编号
public int demonMode; // 恶魔模式
public string startTime; // 开始时间
public string betTime; // 下注时间
public string countTime; // 结算时间
public string settleTime; // 最终结算时间
public int status; // 游戏状态
public string roomNoKill; // 无杀房间号
public string roomNoRemain; // 剩余房间号
public float beansCoinAll; // 总豆币数
public float beansCoinKill; // 击杀豆币数
public float beansCoinRemain; // 剩余豆币数
public float beansCoinFee; // 手续费
public float beansCoinRank; // 排名奖励豆币
public float beansCoinDivide; // 分成豆币
public int id; // 游戏 ID
public string gameNo; // 游戏编号
public int demonMode; // 恶魔模式
public string startTime; // 开始时间
public string betTime; // 下注时间
public string countTime; // 结算时间
public string settleTime; // 最终结算时间
public int status; // 游戏状态
public string roomNoKill; // 无杀房间号
public string roomNoRemain; // 剩余房间号
public float beansCoinAll; // 总豆币数
public float beansCoinKill; // 击杀豆币数
public float beansCoinRemain; // 剩余豆币数
public float beansCoinFee; // 手续费
public float beansCoinRank; // 排名奖励豆币
public float beansCoinDivide; // 分成豆币
}
[Serializable]
public class ServerResponse513 : Response
{
public int code; // 数据对象
public int code; // 数据对象
public string mesage;
}
//玩家信息
//玩家信息
[Serializable]
public class UserInfomation14: Response
{
@ -165,30 +165,30 @@ public class UserInfomation14: Response
public class UserInfomation14Data
{
public int userId;//id
public long userName;//用户名(电话)
public long userName;//用户名(电话)
public string token;
public string nickName;//昵称
public string headImg;//头像
public int gender;//性别1男2女
public string birthday;//出生,"yyyy-MM-dd HH:mm:ss"
public float voluteCoin;//蜗壳
public float beansCoin;//蜗蛋
public float ichorCoin;//灵液
public string nickName;//昵称
public string headImg;//头像
public int gender;//性别1男2女
public string birthday;//出生,"yyyy-MM-dd HH:mm:ss"
public float voluteCoin;//蜗壳
public float beansCoin;//蜗蛋
public float ichorCoin;//灵液
public string idCard;//=========================
public string inviteCodeMy;//=============
public string inviteCodeBind;//==========
public string bindTime;//===========
public int station;//=========
public string cuteNo;//靓号
public string cuteNo;//靓号
public string menberTime;//===============
public bool isMember;
//public int cuteNo;//靓号
//public int cuteNo;//靓号
}
[Serializable]
public class ServerResponse516 : Response
{
public Data516 data; // 数据对象
public Data516 data; // 数据对象
}
[Serializable]
@ -201,8 +201,8 @@ public class Data516
[Serializable]
public class gameEscapeRoomKillCountResponseVo
{
public int roomNo;//房间号
public int kill;//击杀次数
public int roomNo;//房间号
public int kill;//击杀次数
}
@ -210,8 +210,8 @@ public class gameEscapeRoomKillCountResponseVo
[Serializable]
public class gameEscapeModel
{
public string gameNo;//游戏编号
public string roomNoKill;//击杀的房间 "5,6,7,8"这种
public string gameNo;//游戏编号
public string roomNoKill;//击杀的房间 "5,6,7,8"这种
}
@ -220,16 +220,16 @@ public class gameEscapeModel
[Serializable]
public class ServerResponse517 : Response
{
public Data517 data; // 数据对象
public Data517 data; // 数据对象
}
[Serializable]
public class Data517
{
public float beansCoinBet;//当前用户总投入的欢乐豆
public float beansCoinWin;//当前用户总赚取的欢乐豆
public gameEscapeUserRecordResponseVoPageResult gameEscapeUserRecordResponseVoPageResult; //用户参与的大逃亡分页
public float beansCoinBet;//当前用户总投入的欢乐豆
public float beansCoinWin;//当前用户总赚取的欢乐豆
public gameEscapeUserRecordResponseVoPageResult gameEscapeUserRecordResponseVoPageResult; //用户参与的大逃亡分页
@ -247,13 +247,13 @@ public class gameEscapeUserRecordResponseVoPageResult
public class dataList
{
public string gameNo;//游戏编号
public float bet;//下注欢乐豆
public int roomNo;//下注房间号
public string roomNoKill;//击杀房间号
public int outcome;//本局结果默认0还未结束1胜利2失败
public float beansCoin;//本局最终获得欢乐豆
public string createTime;//创建时间
public string gameNo;//游戏编号
public float bet;//下注欢乐豆
public int roomNo;//下注房间号
public string roomNoKill;//击杀房间号
public int outcome;//本局结果默认0还未结束1胜利2失败
public float beansCoin;//本局最终获得欢乐豆
public string createTime;//创建时间
}
@ -261,7 +261,7 @@ public class dataList
[Serializable]
public class ServerResponse518 : Response
{
public Data518 data; // 数据对象
public Data518 data; // 数据对象
}
@ -278,12 +278,12 @@ public class Data518
public class gameEscapeUserBetResponseVoList
{
public string userId;//用户id
public string nickName;// 昵称
public string headImg;// 头像
public float bet;// 下注总额
public int orderNo;// 排名
public float rankBonus;// 排名奖金
public string userId;//用户id
public string nickName;// 昵称
public string headImg;// 头像
public float bet;// 下注总额
public int orderNo;// 排名
public float rankBonus;// 排名奖金
}
@ -291,12 +291,12 @@ public class gameEscapeUserBetResponseVoList
[Serializable]
public class userBetInfo
{
public string userId;//用户id
public string nickName;// 昵称
public string headImg;// 头像
public float bet;// 下注总额
public int orderNo;// 排名
public float rankBonus;// 排名奖金
public string userId;//用户id
public string nickName;// 昵称
public string headImg;// 头像
public float bet;// 下注总额
public int orderNo;// 排名
public float rankBonus;// 排名奖金
@ -305,17 +305,235 @@ public class userBetInfo
[Serializable]
public class Body518
{
public int userId; // 用户id
public int userId; // 用户id
public int weekType;//1是昨天0是今天
public int weekType;//1是昨天0是今天
}
//==================================================================================
//工会分页
public class UnionPageBody//请求体
//========1.7================================================================
//===============================================================================
//===============================================================================
//========================================
//=======================================
//========================================
//========521===================================================================================
//521<32><31>ѯ<EFBFBD><D1AF><EFBFBD>
public class ClosestKnight : Response
{
public ClosestKnightData Data { get; set; }
}
public class ClosestKnightData
{
public int CarrySeconds { get; set; }
public GameKnightModel GameKnightModel { get; set; }
public List<GameKnightRoomResponseVo> GameKnightRoomResponseVoList { get; set; }
public List<GameKnightUserModel> GameKnightUserModelList { get; set; }
}
public class GameKnightModel
{
public int Id { get; set; }
public string GameNo { get; set; }
public int GameSession { get; set; }
public string StartTime { get; set; }
public string BetTime { get; set; }
public string CountTime { get; set; }
public string SettleTime { get; set; }
public int Status { get; set; }
public string HorseNoAll { get; set; }
public string HorseNoKill { get; set; }
public string HorseNoRemain { get; set; }
public float BeansCoinAll { get; set; }
public float BeansCoinKill { get; set; }
public float BeansCoinRemain { get; set; }
public float BeansCoinFee { get; set; }
public float BeansCoinDivide { get; set; }
}
public class GameKnightRoomResponseVo
{
public int KnightId { get; set; }
public int HorseNo { get; set; }
public int HorseUserNo { get; set; }
public float HorseBeansCoin { get; set; }
}
public class GameKnightUserModel
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ķ<EFBFBD><C4B7><EFBFBD>JSON<4F><4E>GameKnightUserModelList<73><74>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9A1A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD><D0BE><EFBFBD><EFBFBD>ֶΣ<D6B6><CEA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶΡ<D6B6>
}
//====522=====================================================
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class QueryKnightRoomListBody
{
public int userId { get; set; }
public int knightId { get; set; }
}
//<2F><><EFBFBD><EFBFBD>
public class KnightRoomBetList
{
public int Code { get; set; } // <20><>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD>
public string Message { get; set; } // <20><>Ӧ<EFBFBD><D3A6>Ϣ
public KnightRoomBetData Data { get; set; } // <20><><EFBFBD>ݲ<EFBFBD><DDB2><EFBFBD>
}
public class KnightRoomBetData
{
public int CarrySeconds { get; set; } // Я<><D0AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public GameKnightModel GameKnightModel { get; set; } // <20><>Ϸ<EFBFBD><CFB7>ʿģ<CABF>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>Ϊnull
public List<GameKnightRoomResponseVo> GameKnightRoomResponseVoList { get; set; } // <20><>ʿ<EFBFBD><CABF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>б<EFBFBD>
public List<GameKnightUserModel> GameKnightUserModelList { get; set; } // <20><>ʿ<EFBFBD>û<EFBFBD>ģ<EFBFBD><C4A3><EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊnull
}
public class GameKnightModel2
{
// <20><>Ϊʾ<CEAA><CABE><EFBFBD>е<EFBFBD> `gameKnightModel` Ϊ null<6C><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD>˻᷵<CBBB>ظò<D8B8><C3B2>֣<EFBFBD><D6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD>ֶ<EFBFBD>
public int Id { get; set; }
public string GameNo { get; set; }
public int GameSession { get; set; }
public string StartTime { get; set; }
public string BetTime { get; set; }
public string CountTime { get; set; }
public string SettleTime { get; set; }
public int Status { get; set; }
public string HorseNoAll { get; set; }
public string HorseNoKill { get; set; }
public string HorseNoRemain { get; set; }
public float BeansCoinAll { get; set; }
public float BeansCoinKill { get; set; }
public float BeansCoinRemain { get; set; }
public float BeansCoinFee { get; set; }
public float BeansCoinDivide { get; set; }
}
public class GameKnightRoomResponseVo2
{
public int KnightId { get; set; } // <20><>ʿID
public int HorseNo { get; set; } // <20><>ƥ<EFBFBD><C6A5><EFBFBD>
public int HorseUserNo { get; set; } // <20><>ƥ<EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>
public decimal HorseBeansCoin { get; set; } // <20><>ƥ<EFBFBD><C6A5><EFBFBD>ң<EFBFBD>ע<EFBFBD><D7A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9> decimal <20>Ա<EFBFBD><D4B1>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD>
}
public class GameKnightUserModel2
{
// <20><>Ϊʾ<CEAA><CABE><EFBFBD>е<EFBFBD> `gameKnightUserModelList` Ϊ null<6C><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
//========523======================================================
public class KnightBetBody
{
public int knightId { get; set; }
public int userId { get; set; }
public int horseNo { get; set; }
public float bet { get; set; }
}
//<2F><><EFBFBD><EFBFBD>
public class KnightBetResponse : Response
{
public string knighBetData;
}
//=======524========================================================
public class KnightKill : Response
{
public KnightBetData data { get; set; }
}
public class KnightBetData
{
public int id { get; set; }
public string gameNo { get; set; }
public int gameSession { get; set; }
public string startTime { get; set; }
public string betTime { get; set; }
public string countTime { get; set; }
public string settleTime { get; set; }
public int status { get; set; }
public string horseNoAll { get; set; }
public string horseNoKill { get; set; }
public string horseNoRemain { get; set; }
public float beansCoinAll { get; set; }
public float beansCoinKill { get; set; }
public float beansCoinRemain { get; set; }
public float beansCoinFee { get; set; }
public float beansCoinDivide { get; set; }
}
//======525========================================================
[Serializable]
public class KnightBetResult : Response
{
public Data data;
[Serializable]
public class Data
{
public int id;
public string gameNo;
public int gameSession;
public string startTime;
public string betTime;
public string countTime;
public string settleTime;
public int status;
public string horseNoAll;
public string horseNoKill;
public string horseNoRemain;
public float beansCoinAll;
public float beansCoinKill;
public float beansCoinRemain;
public float beansCoinFee;
public float beansCoinDivide;
}
}
//======526========================================================
public class QueryKnightRecordBody
{
public int userId;
public int orderByDesc { get; set; }
}
public class GameKnightModelRecord
{
public int id { get; set; }
public string gameNo { get; set; }
public int gameSession { get; set; }
public string startTime { get; set; }
public string betTime { get; set; }
public string countTime { get; set; }
public string settleTime { get; set; }
public int status { get; set; }
public string horseNoAll { get; set; }
public string horseNoKill { get; set; }
public string horseNoRemain { get; set; }
public float beansCoinAll { get; set; }
public float beansCoinKill { get; set; }
public float beansCoinRemain { get; set; }
public float beansCoinFee { get; set; }
public float beansCoinDivide { get; set; }
}
public class KnightRecordtData
{
public float beansCoinBet { get; set; }
public float beansCoinWin { get; set; }
public List<GameKnightModelRecord> gameKnightModelList { get; set; }
}
public class KnightRecord : Response
{
public KnightRecordtData data { get; set; }
}
//============================================
//工会分页
public class UnionPageBody//请求体
{
public int orderByDesc { get; set; }
}
@ -329,7 +547,7 @@ public class UnionDataInPage
public string Slogan { get; set; }
public int LeaderId { get; set; }
public string LeaderUserName { get; set; }
public string CreateTime { get; set; } // 由于createTime可能为null且类型未明确这里使用object类型可根据实际情况调整为DateTime?或其他类型
public string CreateTime { get; set; } // 由于createTime可能为null且类型未明确这里使用object类型可根据实际情况调整为DateTime?或其他类型
public string UpdateTime { get; set; }
}
@ -345,7 +563,6 @@ public class UnionPage : Response
{
public UnionPageData Data { get; set; }
}
//========1.7================================================================
public class BizUnionModel
@ -358,7 +575,7 @@ public class BizUnionModel
public string Slogan { get; set; }
public int LeaderId { get; set; }
public string LeaderUserName { get; set; }
public string CreateTime { get; set; } // 可以根据实际情况调整为DateTime?
public string CreateTime { get; set; } // 可以根据实际情况调整为DateTime?
public string UpdateTime { get; set; }
}
@ -385,4 +602,31 @@ public class UnionDetalResponseData
public class UnionDetalResponse : Response
{
public UnionDetalResponseData Data { get; set; }
}
//====4.1============================
//查询靓号分页
public class GoodIdPageBody
{
public int orderByDesc { get; set; }
}
public class GoodIdData
{
public int PageNo { get; set; }//页面的页数
public int PageSize { get; set; }//每页展示
public int TotalCount { get; set; }//总记录数
public List<object> DataList { get; set; } // 由于dataList为空数组未给出具体类型这里使用List<object>
}
public class GoodIdResponse : Response
{
public GoodIdData Data { get; set; }
}
//======================
public class GoodIdList
{
public int id;
public int cuteNo;
public float beansCoin;
}

View File

@ -11,7 +11,7 @@ using System.Threading.Tasks;
public class logoPanel : MonoBehaviour
public class logoPanel : Base
{
public InputField userNameField;
public InputField passwordField;
@ -85,6 +85,8 @@ public class logoPanel : MonoBehaviour
public async void OnClickLoginBtnAsync()
{
loginbody body = new loginbody
{
userName = userNameField.text,

View File

@ -10,6 +10,7 @@ public class FriendInfo : MonoBehaviour
public Text phonrNumberTxt;
public Text timeTxt;
public GameObject sharePanel;
public GameObject friendPanel;
// Start is called before the first frame update
void Start()
{
@ -23,6 +24,6 @@ public class FriendInfo : MonoBehaviour
public void SetSharePanel()
{
sharePanel.gameObject.SetActive(true);
transform.gameObject.SetActive(false);
friendPanel.gameObject.SetActive(false);
}
}

View File

@ -23,6 +23,7 @@ public class InviteFriendsPanel : MonoBehaviour
public void SetInviteFriendPanel()
{
invitefriendPanel.gameObject.SetActive(true);
transform.gameObject.SetActive(false);
}
public void SetInviteFriendsPanel()
{

View File

@ -1,5 +1,7 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
@ -8,16 +10,22 @@ public class PerSonalCenterPanel : MonoBehaviour
public Button invitefriendsBtn;
public GameObject invitefriendsPanel;
public GameObject editPanel;
public UserInfomation14 userInfomation14;
public Text nickName;
// Start is called before the first frame update
void Start()
{
GetPlayerInfo();
}
// Update is called once per frame
void Update()
{
}
void SetPlayerName()
{
}
public void SetInviteFriendsPanel()
{
@ -32,4 +40,26 @@ public class PerSonalCenterPanel : MonoBehaviour
{
transform.gameObject.SetActive(false);
}
public async Task GetPlayerInfo() // 1.4
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head14 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 异步查询玩家信息
string response14 = await web.SendRequest(web.URL + "/snail/user/queryUserInfo", "POST", "{}", head14);
Debug.Log("1.4查询玩家信息" + response14);
userInfomation14 = JsonConvert.DeserializeObject<UserInfomation14>(response14);
Debug.Log("玩家剩余蜗蛋:" + userInfomation14.data.beansCoin);
//Money = userInfomation14.beansCoin;
Debug.Log("&&&&&&&&&&&&&&&&&&&&7" + userInfomation14.data.nickName);
nickName.text = userInfomation14.data.nickName;
// 解析服务器返回的数据
Global.global.response = JsonConvert.DeserializeObject<ServerResponse>(response14);
// 不需要返回值,只需表示异步操作完成
await Task.CompletedTask; // 或者直接返回,不使用 await
}
}

View File

@ -7,7 +7,10 @@ using UnityEngine.UI;
//md FUCK everthing
//史山,别学
public class mainBTN : MonoBehaviour
{
{
public GameObject mainPanel;
private RectTransform mainPanelRect;
public GameObject BTN_0;
public GameObject BTN_1;
public GameObject BTN_2;
@ -20,62 +23,61 @@ public class mainBTN : MonoBehaviour
// Start is called before the first frame update
void Start()
{
BTN_0.GetComponent<Button>().onClick.AddListener(()=> {
BTN_0.SetActive(false);
BTN_1.SetActive(true);
BTN_2.SetActive(true);
BTN_3.SetActive(true);
// 确保mainPanel不为空
if (mainPanel == null)
{
Debug.LogError("mainPanel is not assigned!");
return;
}
BTN_0_0.SetActive(true);
BTN_1_1.SetActive(false);
BTN_2_2.SetActive(false);
BTN_3_3.SetActive(false);
});
BTN_1.GetComponent<Button>().onClick.AddListener(() => {
BTN_0.SetActive(true);
BTN_1.SetActive(false);
BTN_2.SetActive(true);
BTN_3.SetActive(true);
mainPanelRect = mainPanel.GetComponent<RectTransform>();
BTN_0_0.SetActive(false);
BTN_1_1.SetActive(true);
BTN_2_2.SetActive(false);
BTN_3_3.SetActive(false);
});
BTN_2.GetComponent<Button>().onClick.AddListener(() => {
BTN_0.SetActive(true);
BTN_1.SetActive(true);
BTN_2.SetActive(false);
BTN_3.SetActive(true);
BTN_0_0.SetActive(false);
BTN_1_1.SetActive(false);
BTN_2_2.SetActive(true);
BTN_3_3.SetActive(false);
});
BTN_3.GetComponent<Button>().onClick.AddListener(() => {
BTN_0.SetActive(true);
BTN_1.SetActive(true);
BTN_2.SetActive(true);
BTN_3.SetActive(false);
BTN_0_0.SetActive(false);
BTN_1_1.SetActive(false);
BTN_2_2.SetActive(false);
BTN_3_3.SetActive(true);
});
// 添加按钮点击事件
BTN_0.GetComponent<Button>().onClick.AddListener(() => MovePanel(0));
BTN_1.GetComponent<Button>().onClick.AddListener(() => MovePanel(-2100));
BTN_2.GetComponent<Button>().onClick.AddListener(() => MovePanel(-3760));
BTN_3.GetComponent<Button>().onClick.AddListener(() => MovePanel(-5350));
}
// Update is called once per frame
void Update()
// 统一的面板移动方法
public void MovePanel(float targetX)
{
// 更新按钮的显示和隐藏
BTN_0.SetActive(targetX != 0);
BTN_1.SetActive(targetX != -2100);
BTN_2.SetActive(targetX != -3760);
BTN_3.SetActive(targetX != -5350);
BTN_0_0.SetActive(targetX == 0);
BTN_1_1.SetActive(targetX == -2100);
BTN_2_2.SetActive(targetX == -3760);
BTN_3_3.SetActive(targetX == -5350);
// 启动协程,平滑移动 mainPanel
StartCoroutine(SmoothMovePanel(targetX, 0.3f));
}
// 协程实现平滑移动
private IEnumerator SmoothMovePanel(float targetX, float duration)
{
Vector2 startPosition = mainPanelRect.anchoredPosition;
Vector2 targetPosition = new Vector2(targetX, startPosition.y);
float elapsedTime = 0f;
while (elapsedTime < duration)
{
// 计算当前进度
float t = elapsedTime / duration;
// 逐渐改变 position
mainPanelRect.anchoredPosition = Vector2.Lerp(startPosition, targetPosition, t);
// 增加时间
elapsedTime += Time.deltaTime;
yield return null;
}
// 最终确保位置为目标位置
mainPanelRect.anchoredPosition = targetPosition;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class sceneContorl : MonoBehaviour
{
public Camera m_cam;
public GameObject mainScene;
private bool m_fingerDown = false;
// 手指的起始位置
private Vector2 m_oneFingerDragStartPos;
// UI元素的 RectTransform
private RectTransform mainSceneRectTransform;
// 灵敏度系数
private float sensitivity = 0.5f; // 可以根据需要调整此值
// 滑动限制的最小值和最大值
public float minX = -500f; // 最小x值
public float maxX = 500f; // 最大x值
[Header("定义目标位置")]
public float[] targetPositions = new float[] { 0f, -2100f, -3760f, -5350f };
// 引用 mainBTN 脚本
public mainBTN mainBtnScript;
// Start is called before the first frame update
void Start()
{
mainSceneRectTransform = mainScene.GetComponent<RectTransform>();
}
// Update is called once per frame
void Update()
{
#if UNITY_EDITOR || UNITY_STANDALONE
// 桌面端:鼠标按下时
if (Input.GetMouseButtonDown(0))
{
m_fingerDown = true;
m_oneFingerDragStartPos = Input.mousePosition; // 获取鼠标按下的起始位置
}
// 桌面端:鼠标松开时
if (Input.GetMouseButtonUp(0))
{
m_fingerDown = false;
}
// 处理鼠标拖动
if (m_fingerDown)
{
HandleFingerDragMove(Input.mousePosition);
}
#else
// 移动端:单指滑动
if (Input.touchCount == 1)
{
Touch touch = Input.touches[0];
// 手指刚触碰屏幕时
if (touch.phase == TouchPhase.Began)
{
m_fingerDown = true;
m_oneFingerDragStartPos = touch.position; // 获取手指按下的起始位置
}
// 手指在屏幕上滑动时
else if (touch.phase == TouchPhase.Moved)
{
HandleFingerDragMove(touch.position); // 处理手指拖动
}
}
else
{
m_fingerDown = false;
}
#endif
}
/// <summary>
/// 单指滑动
/// </summary>
private void HandleFingerDragMove(Vector2 fingerPos)
{
// 计算当前帧的滑动增量(交换顺序,保证滑动方向一致)
Vector3 moveDelta = fingerPos - m_oneFingerDragStartPos; // 当前触摸位置 - 起始位置
Vector3 newPos = mainSceneRectTransform.anchoredPosition;
// 根据滑动增量计算新的x轴位置并限制在指定范围内
newPos.x = newPos.x + (moveDelta.x * sensitivity);
// 限制x轴位置在 minX 和 maxX 之间
newPos.x = Mathf.Clamp(newPos.x, minX, maxX);
mainSceneRectTransform.anchoredPosition = newPos; // 设置新的锚点位置
// 更新起始位置,用于计算下一帧的增量
m_oneFingerDragStartPos = fingerPos;
}
/// <summary>
/// 计算当前位置与目标位置数组中哪个位置最接近,并返回对应的目标位置值.
/// </summary>
/// <param name="currentX">当前X坐标</param>
/// <returns>返回距离最近的目标位置值</returns>
private float GetClosestTargetValue(float currentX)
{
float closestValue = targetPositions[0]; // 默认目标位置为数组的第一个值
float minDistance = Mathf.Abs(currentX - targetPositions[0]); // 初始最小距离为第一个目标的距离
// 遍历 targetPositions 数组,计算与当前位置的距离
for (int i = 1; i < targetPositions.Length; i++)
{
float distance = Mathf.Abs(currentX - targetPositions[i]); // 计算当前位置与目标的绝对距离
if (distance < minDistance) // 如果当前距离比最小距离小
{
closestValue = targetPositions[i]; // 更新最近的目标位置
minDistance = distance; // 更新最小距离
}
}
return closestValue; // 返回最近目标的值
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//5.2.3下注
public class SnailKnightBet523 : MonoBehaviour
{
//返回的(解析后)====================
//public KnightRoomBetList knightRoomBetList;
//async void Start()
//{
// await SnailKnightBet(39592, 1, 3); // =============================== 示例,仅供测试
//}
public async Task<KnightRoomBetList> SnailKnightBet(int KnightId,float bet,int horseNo)
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head523 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
KnightBetBody knightBetBody = new KnightBetBody
{
userId = Global.global.serverResponse.data.userId,
knightId = KnightId,
bet = bet,
horseNo = horseNo
};
// 异步发送请求
string response523 = await web.SendRequest(web.URL + "/snail/gameKnight/userBet", "POST", JsonConvert.SerializeObject(knightBetBody), head523);
// 调试输出接收到的响应
Debug.Log("入参"+ JsonConvert.SerializeObject(knightBetBody) + "5.2.3下注: " + response523);
// 将响应反序列化为对象
try
{
// knightRoomBetList = JsonConvert.DeserializeObject<KnightRoomBetList>(response522);
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的 KnightRoomBetList 对象
return null;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//测试仅供参考
public class knightTest : MonoBehaviour
{
queryClosestKnight521 queryClosestKnight1 = new queryClosestKnight521();
queryKnightRoomList522 queryKnightRoomList = new queryKnightRoomList522();
SnailKnightBet523 queryClosestKnightBet5 = new SnailKnightBet523();
queryKnightKill524 queryKnightKill = new queryKnightKill524();
ClosestKnight knight;
queryKnightBetResult525 queryKnightBetResult525 = new queryKnightBetResult525();
queryKnightRecord526 queryKnightRecord = new queryKnightRecord526();
UnionPage16 unionPage = new UnionPage16();
UnionDetail17 unionDetail = new UnionDetail17();
GoodIdPage41 goodIdPage41 = new GoodIdPage41();
GoodIdResponse goodidpage = new GoodIdResponse();
async void Start()
{
UnionPage Page = await unionPage.queryUnionPage(1);
//UnionDetalResponse Detail = await unionDetail.queryUnionDetail(1);
goodidpage = await goodIdPage41.queryUnionPage();
//Debug.Log("+++++++++++++++"+ goodidpage.Data.TotalCount);
//knight = await queryClosestKnight1.queryClosestKnight();//查询最近骑士房间
//queryKnightRoomList.queryKnightRoomLis(knight.Data.GameKnightRoomResponseVoList[0].KnightId);
//Debug.Log("=========================================="+knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询房间详情
////KnightRoomBetList roomBetList = await queryKnightRoomList.queryKnightRoomLis(knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询房间下注
//await queryClosestKnightBet5.SnailKnightBet(knight.Data.GameKnightRoomResponseVoList[0].KnightId, 20, 3);//下注
////await queryKnightKill.queryKnightKill(knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询击杀
////await queryKnightBetResult525.queryKnightBetResult(knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询结算
//// 调用 queryKnightKill 方法,首次延迟 3 秒,之后每 3 秒调用一次
////KnightRecord knightRecord = await queryKnightRecord.queryKnightBetResult(1);//526查询用户战斗记录
//await queryKnightRecord.queryKnightBetResult(1);//526查询用户战斗记录
////Debug.Log("++++++++++++++++++++++++++++++++++++"+knightRecord.data.beansCoinWin);
//InvokeRepeating("RepeatedQueryKnightKill", 1f, 1f);
}
private void RepeatedQueryKnightKill()
{
if (knight != null && knight.Data.GameKnightRoomResponseVoList.Count > 0)
{
// queryKnightBetResult525.queryKnightBetResult(knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询结算
//queryKnightKill.queryKnightKill(knight.Data.GameKnightRoomResponseVoList[0].KnightId);//查询击杀
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using Newtonsoft.Json;
using System;
//查询最近一场蜗牛骑士游戏详情
public class queryClosestKnight521 : MonoBehaviour
{
//返回的(解析后)
public ClosestKnight closestKnight;
public async Task<ClosestKnight> queryClosestKnight() // 5.2.1
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head521 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体可以为空对象(即 "{}"
string requestBody = "{}";
// 异步发送请求以获取最新的蜗牛骑士信息
string response521 = await web.SendRequest(web.URL + "/snail/gameKnight/queryLatest", "POST", requestBody, head521);
// 调试输出接收到的响应
Debug.Log("5.2.1查询最近一场蜗牛骑士" + response521);
//将响应反序列化为 ClosestKnight 对象
// 将返回的 JSON 字符串反序列化为 ClosestKnight 对象
ClosestKnight closestKnight = JsonConvert.DeserializeObject<ClosestKnight>(response521);
//if (closestKnight != null && closestKnight.Data != null)
//{
// Debug.Log("携带的秒数: " + closestKnight.Data.CarrySeconds);
// Debug.Log("游戏ID: " + closestKnight.Data.GameKnightModel.Id);
// Debug.Log("游戏开始时间: " + closestKnight.Data.GameKnightModel.StartTime);
// // 遍历房间响应列表
// foreach (var room in closestKnight.Data.GameKnightRoomResponseVoList)
// {
// Debug.Log("骑士ID: " + room.KnightId);
// Debug.Log("马匹编号: " + room.HorseNo);
// Debug.Log("马匹用户编号: " + room.HorseUserNo);
// Debug.Log("马匹豆币: " + room.HorseBeansCoin);
// }
//}
// 返回解析后的 closestKnight 对象
return closestKnight;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//5.2.4查询结算
public class queryKnightBetResult525 : MonoBehaviour
{
//返回的(解析后)
public KnightBetResult knightBetResult;//===========================================================================================
public async Task<KnightBetResult> queryKnightBetResult(int KnightId) // 5.2.2//需传入KightId
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head525 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
QueryKnightRoomListBody queryKnightRoomListBody = new QueryKnightRoomListBody
{
userId = Global.global.serverResponse.data.userId,
knightId = KnightId
};
Debug.Log("524接收的=========================" + KnightId);
// 异步发送请求
//string response525 = await web.SendRequest(web.URL + "/snail/gameKnight/queryUserBetResult", "POST", JsonUtility.ToJson(queryKnightRoomListBody), head525);
string response525 = await web.SendRequest(web.URL + "/snail/gameKnight/queryKill", "POST", JsonConvert.SerializeObject(queryKnightRoomListBody), head525);
// 调试输出接收到的响应
Debug.Log("5.2.5查询骑士结算:======== " + response525);
// 将响应反序列化为 KnightRoomList 对象
try
{
knightBetResult = JsonConvert.DeserializeObject<KnightBetResult>(response525);
if (knightBetResult != null && knightBetResult.data != null)//==================================================访问之前先判空未到或已过时间data[]为空
{
Debug.Log(knightBetResult.data.beansCoinFee + "=525========");
}
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
// 返回解析后的 对象
return knightBetResult;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//5.2.4查询击杀
public class queryKnightKill524 : MonoBehaviour
{
//返回的(解析后)
public KnightKill knightKill;
//async void Start()
//{
// KnightKill result = await queryKnightKill(39592); // =============================== 示例,仅供测试
// if (result != null)
// {
// Debug.Log("请求成功Code: " + result.Code);
// }
//}
public async Task<KnightKill> queryKnightKill(int KnightId) // 5.2.2//需传入KightId
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head524 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
QueryKnightRoomListBody queryKnightRoomListBody = new QueryKnightRoomListBody
{
userId = Global.global.serverResponse.data.userId,
knightId = KnightId
};
Debug.Log(queryKnightRoomListBody);
// 异步发送请求
//string response524 = await web.SendRequest(web.URL + "/snail/gameKnight/queryKill", "POST", JsonUtility.ToJson(queryKnightRoomListBody), head524);
string response524 = await web.SendRequest(web.URL + "/snail/gameKnight/queryKill", "POST", JsonConvert.SerializeObject(queryKnightRoomListBody), head524);
// 调试输出接收到的响应
Debug.Log("5.2.4查询击杀(骑士):=============== " + response524);
// 将响应反序列化为 KnightRoomList 对象
try
{
knightKill = JsonConvert.DeserializeObject<KnightKill>(response524);
if (knightKill != null && knightKill.data != null)//==================================================访问之前先判空未到或已过时间data[]为空
{
Debug.Log(knightKill.data.beansCoinFee + "=524========");
}
}
catch (Exception ex)
{
Debug.LogError("反序列化响应失败: " + ex.Message);
}
//返回解析后的 KnightKill 对象
return knightKill;//knightKill;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//526查询用户战斗记录
public class queryKnightRecord526 : MonoBehaviour
{
KnightRecord knightRecord = new KnightRecord();
public async Task<KnightRecord> queryKnightBetResult(int orderByDesc) // 5.2.6
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head526 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
QueryKnightRecordBody queryKnightRecordBody = new QueryKnightRecordBody
{
userId = Global.global.serverResponse.data.userId,
orderByDesc = orderByDesc
};
// 异步发送请求
string response526 = await web.SendRequest(web.URL + "/snail/gameKnight/queryUserRecord", "POST", JsonUtility.ToJson(queryKnightRecordBody), head526);
// 调试输出接收到的响应
Debug.Log("5.2.6查询用户战斗记录 =====================" + response526);
// 将响应反序列化为 KnightRoomList 对象
KnightRecord knightRecord = JsonConvert.DeserializeObject<KnightRecord>(response526);
// 检查反序列化是否成功
if (knightRecord != null && knightRecord.data != null)
{
// 打印基本信息
Debug.Log("Code: " + knightRecord.code);
Debug.Log("Message: " + knightRecord.message);
Debug.Log("Total Beans Coin Bet: " + knightRecord.data.beansCoinBet);
Debug.Log("Total Beans Coin Win: " + knightRecord.data.beansCoinWin);
// 获取战斗记录列表
List<GameKnightModelRecord> gameList = knightRecord.data.gameKnightModelList;
if (gameList != null && gameList.Count > 0)
{
foreach (GameKnightModelRecord game in gameList)
{
Debug.Log("Game ID: " + game.id);
Debug.Log("Game No: " + game.gameNo);
Debug.Log("Game Session: " + game.gameSession);
Debug.Log("Start Time: " + game.startTime);
Debug.Log("Bet Time: " + game.betTime);
Debug.Log("Count Time: " + game.countTime);
Debug.Log("Settle Time: " + game.settleTime);
Debug.Log("Status: " + game.status);
Debug.Log("Horse No All: " + game.horseNoAll);
Debug.Log("Horse No Kill: " + game.horseNoKill);
Debug.Log("Horse No Remain: " + game.horseNoRemain);
Debug.Log("Beans Coin All: " + game.beansCoinAll);
Debug.Log("Beans Coin Kill: " + game.beansCoinKill);
Debug.Log("Beans Coin Remain: " + game.beansCoinRemain);
Debug.Log("Beans Coin Fee: " + game.beansCoinFee);
Debug.Log("Beans Coin Divide: " + game.beansCoinDivide);
}
}
}
else
{
Debug.LogError("KnightRecord or KnightRecord data is null");
}
return knightRecord;
}
}

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using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//查询马匹最新下注情况5.2.2
public class queryKnightRoomList522 : MonoBehaviour
{
//返回的(解析后)
public KnightRoomBetList knightRoomBetList;
public async Task<KnightRoomBetList> queryKnightRoomLis(int KnightId) // 5.2.2//需传入KightId
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head522 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
QueryKnightRoomListBody queryKnightRoomListBody = new QueryKnightRoomListBody
{
knightId = KnightId,
userId = Global.global.serverResponse.data.userId
};
// 异步发送请求
string response522 = await web.SendRequest(web.URL + "/snail/gameKnight/queryKnightRoomList", "POST", JsonConvert.SerializeObject(queryKnightRoomListBody), head522);
// 调试输出接收到的响应
Debug.Log("5.2.2马匹最新下注情况: " + response522);
// 将服务器返回的 JSON 字符串反序列化为 KnightRoomBetList 对象
KnightRoomBetList knightRoomBetList = JsonConvert.DeserializeObject<KnightRoomBetList>(response522);
//if (knightRoomBetList != null && knightRoomBetList.Data != null)
//{
// Debug.Log("解析成功,响应代码: " + knightRoomBetList.Code);
// Debug.Log("携带的秒数: " + knightRoomBetList.Data.CarrySeconds);
// foreach (var room in knightRoomBetList.Data.GameKnightRoomResponseVoList)
// {
// Debug.Log("骑士ID: " + room.KnightId);
// Debug.Log("马匹编号: " + room.HorseNo);
// Debug.Log("马匹用户编号: " + room.HorseUserNo);
// Debug.Log("马匹豆币: " + room.HorseBeansCoin);
// }
//}
// 返回解析后的 KnightRoomBetList 对象
return knightRoomBetList;
}
}

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@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
//public class Union
//{
// public int id;
// public string name;
// public string iconName;
// public string counts;//公会人数
//}
public class TradeDes : MonoBehaviour
{
//公会属性
public int id;
public string name;
public string cover;
public string counts;//公会人数
public int level;
public string slogan;
public int leaderId;
public string leaderUserName;
public string createTime;
public string updateTime;
//公会相关组件
public Button sqBtn;//申请按钮
public TextMeshProUGUI nameTxt;//名称text
//public TextMeshPro countTxt;//数量Text
// Start is called before the first frame update
void Awake()
{
sqBtn = transform.Find("Button").GetComponent<Button>();
nameTxt = transform.Find("name").GetComponent<TextMeshProUGUI>();
if (sqBtn == null)
Debug.LogError("申请按钮未找到!");
if (nameTxt == null)
Debug.LogError("名称 TextMeshPro 组件未找到!");
}
// Update is called once per frame
void Update()
{
}
public void SetInfo(UnionDataInPage body)
{
id = body.Id;
name = body.Name;
cover = body.Cover;
level = body.Level;
slogan = body.Slogan;
leaderId = body.LeaderId;
leaderUserName = body.LeaderUserName;
createTime = body.CreateTime;
updateTime = body.UpdateTime;
nameTxt.text = name;
}
}

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@ -28,7 +28,8 @@ public class TradeUnion : MonoBehaviour
{
GameObject union = GameObject.Instantiate(gonghuiPrefab, content);
union.name = "union_" + i;
//这里动态挂载公会脚本
//这里动态挂载公会脚本 并初始化数据
union.AddComponent<TradeDes>().SetInfo(unionPage.Data.DataList[i]);
}
}

View File

@ -11,6 +11,7 @@ public class UnionInfo : MonoBehaviour
GetData();
}
//获得数据
public async void GetData()
{
UnionDetail17 unionDetail = new UnionDetail17();

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@ -14,12 +14,9 @@ public class UnionDetail17 : MonoBehaviour
{
{ "Authorization", Global.global.serverResponse.data.token }
};
UnionPage16 unionPage16 = new UnionPage16();
UnionPage unionPage = new UnionPage();
unionPage = await unionPage16.queryUnionPage(2);
Debug.Log(unionPage);
// 异步发送请求
string response17 = await web.SendRequest(web.URL + "/snail/union/queryInfo?unionId="+ orderByDesc.ToString(), "GET","{}", head17);
string response17 = await web.SendRequest(web.URL + "/snail/union/queryInfo?unionId=1", "GET","{}", head17);
// 调试输出接收到的响应
Debug.Log("1.7查询工会详情========================================" + response17);

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{
public Transform contentItem;
public GoodIdPage41 goodId = new GoodIdPage41();
GoodIdResponse idResponse = new GoodIdResponse();
// Start is called before the first frame update
void Start()
{
Init();
}
void Init()
{
public async void Init()
{
idResponse=await goodId.queryUnionPage();
for (int i = 0; i < idResponse.Data.DataList.Count; i++)
{
}
}
// Update is called once per frame

View File

@ -6,6 +6,7 @@ public class Nice_numPanel : MonoBehaviour
{
public Button CancleBtn;
public Button ConfirmBtn;
public NumberTc numberTc;
// Start is called before the first frame update
void Start()
{
@ -15,14 +16,23 @@ public class Nice_numPanel : MonoBehaviour
void CanclePanel()
{
Destroy(this.gameObject);
Destroy(this.gameObject);
}
void ConfirmBuy()
{
string pricetext = numberTc.price.text;
if ((PlayerInfo.instance.Money - float.Parse(pricetext)) >= 0)
{
Destroy(this.gameObject);
numberTc.musk_show();
Destroy(this.gameObject);
}
else
{
Debug.Log("弹出蜗壳不足的弹窗");
}
}

View File

@ -22,6 +22,13 @@ public class NumberTc : MonoBehaviour
GameObject Buy_tc = (GameObject)Instantiate(Resources.Load("LLPrefabs/Nice_numberTcPanel"),jiemianCanvas.transform);
Text hfText = Buy_tc.transform.Find("Panel/t3/huafeitext").GetComponent<Text>();
hfText.text = "是否确认花费" + price.text + "个蜗壳购买ID为" + BeautifulNumber.text + "的靓号?";
Buy_tc.GetComponent<Nice_numPanel>().numberTc = this;
}
public void musk_show()
{
musk.gameObject.SetActive(true);
Show_buy.interactable = false;
}
// Update is called once per frame
void Update()

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