This commit is contained in:
舒荣森 2024-11-25 23:32:03 +08:00
commit ee990e679b
91 changed files with 31593 additions and 8926 deletions

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using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
//1.7查询工会详情
public class UnionDetail17 : MonoBehaviour
{
// UnionDetail unionDetail = new UnionDetail();
public async Task<UnionDetalResponse> queryUnionDetail(int orderByDesc) // 1.7
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head17 = new Dictionary<string, string>
{
{ "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);
// 调试输出接收到的响应
Debug.Log("1.7查询工会详情========================================" + response17);
// 将响应反序列化为对象
UnionDetalResponse unionDetailResponse = JsonConvert.DeserializeObject<UnionDetalResponse>(response17);
Debug.Log("8==================================D"+ unionDetailResponse.Data.BizUnionUserModelList[0].CreateTime);
return unionDetailResponse;
}
}

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using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class UnionPage16 : MonoBehaviour
{
UnionPage unionPage =new UnionPage();
public async Task<UnionPage> queryUnionPage(int orderByDesc) // 5.2.6
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head16 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
UnionPageBody unionPageBody = new UnionPageBody
{
//userId = Global.global.serverResponse.data.userId,
orderByDesc = orderByDesc
};
// 异步发送请求
string response16 = await web.SendRequest(web.URL + "/snail/union/queryPage", "POST", JsonUtility.ToJson(unionPageBody), head16);
// 调试输出接收到的响应
Debug.Log("1.6查询工会页面" + response16);
// 将响应反序列化为对象
UnionPage unionPage = JsonConvert.DeserializeObject<UnionPage>(response16);
//Debug.Log("8==================================D"+unionPage.Data.DataList[0].LeaderUserName);
return unionPage;
}
}

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@ -43,6 +43,8 @@ public class AllHouseContro : MonoBehaviour
public bool IsHideLoadPanel;//是否关闭加载页面
public List<int> KillNos;//击杀房间列表
public ListPanel listPanel;
// Start is called before the first frame update
async void Start()
{
@ -449,7 +451,8 @@ public class AllHouseContro : MonoBehaviour
Debug.Log("5.1.8: 请求参数:"+ JsonUtility.ToJson(body)+"服务端返回"+ response);
ServerResponse518 serverResponse_518 = JsonConvert.DeserializeObject<ServerResponse518>(response);
//listPanel.CreateListItem(serverResponse_518.data.gameEscapeUserBetResponseVoLists, listPanel.CreateParentToDay);
//listPanel.SetSelfList(serverResponse_518.data.userBetInfo);
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class IchorText : MonoBehaviour
{
public static IchorText instance;
public Text ichorText;
// Start is called before the first frame update
void Start()
{
instance = this;
}
}

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@ -0,0 +1,11 @@
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@ -13,10 +13,11 @@ public class ListItem : MonoBehaviour
public TextMeshProUGUI nameText;//名字
public TextMeshProUGUI numText;//蜗牛蛋数量
public Image Bg;//背景图片
public string headPath;//头像路径
void Start()
{
SetListImage();
ListBgImage();
}
public void SetListImage()//设排名徽章背景颜色
@ -41,7 +42,14 @@ public class ListItem : MonoBehaviour
}
public void ListBgImage()//设排名徽章背景颜色
{
if (list!=1&&list%2==0)//偶数排名
{
Bg.sprite = Resources.Load<Sprite>("bgbuleT");
}
else
{
Bg.sprite = Resources.Load<Sprite>("bgWhite");
}
}
}

View File

@ -9,6 +9,7 @@ public class PlayerInfo : MonoBehaviour
public static PlayerInfo instance;
public static UserInfomation14 userInfomation14;
public float Money = 0;
public float Ichor= 0;
public float AllBetCoins;//总共下注蛋
public TextMeshProUGUI SelfWoniuText;//蜗牛下注显示文本
public bool HaveBet;//是否已经下注过
@ -41,12 +42,14 @@ public class PlayerInfo : MonoBehaviour
if (userInfomation14 != null)
{
Money = userInfomation14.data.beansCoin;
Ichor = userInfomation14.data.ichorCoin;
EggNum.instance.eggNumText.text = Money.ToString();
IchorText.instance.ichorText.text = Ichor.ToString();
}
BetText.position = new Vector2(transform.position.x, transform.position.y + 100);
}
// 查询玩家信息
public async Task QueryPlayerInfo() // 5.1.1
public async Task QueryPlayerInfo() // 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>

View File

@ -83,7 +83,7 @@ public class HistoryPanel : BasePanel
if (!exists)
{
journalPanels.Add(newPanel);
Debug.Log("加入一个面板到列表");
}
else
{

View File

@ -19,6 +19,14 @@ public class ListPanel : BasePanel
public Transform parent2;
public Transform Orparent1;//覩迦만膠竟
public Transform Orparent2;
public GameObject ListItemPre;//排行预制体
public List<GameObject> ItemList;
public Transform CreateParentToDay;
public Transform CreateParentLastDay;
public ListItem SelfList;//自己排名
public override void Start()
{
base.Start();
@ -85,4 +93,60 @@ public class ListPanel : BasePanel
tog2.SetParent(parent2);
}
}
public void CreateListItem(List<gameEscapeUserBetResponseVoList> gameData,Transform parent)
{
foreach (gameEscapeUserBetResponseVoList item in gameData)
{
GameObject newPanel = Instantiate(ListItemPre, parent);
ListItem panelComponent = newPanel.GetComponent<ListItem>();
// 设置实例化对象的内容
panelComponent.list=item.orderNo;
panelComponent.nameText.text=item.nickName;
panelComponent.nameText.text = item.bet.ToString();
// 判断是否已存在
bool exists = false;
foreach (GameObject panel in ItemList)
{
if (panel.GetComponent<ListItem>().list == item.orderNo)
{
exists = true;
break;
}
}
// 如果不存在,则添加到列表
if (!exists)
{
ItemList.Add(newPanel);
}
else
{
// 如果已存在,可以根据需求决定是否销毁该实例
Destroy(newPanel);
}
}
}
public void SetSelfList(userBetInfo info)
{
SelfList.list=info.orderNo;
SelfList.nameText.text=info.nickName;
SelfList.numText.text=info.bet.ToString();
SelfList.headPath = info.headImg;
SelfList.SetListImage();
SelfList.ListBgImage();
}
}

View File

@ -307,3 +307,77 @@ public class Body518
}
//==================================================================================
//工会分页
public class UnionPageBody//请求体
{
public int orderByDesc { get; set; }
}
public class UnionDataInPage
{
public int Id { get; set; }
public string Name { get; set; }
public string Cover { get; set; }
public int Level { get; set; }
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 UpdateTime { get; set; }
}
public class UnionPageData
{
public int PageNo { get; set; }
public int PageSize { get; set; }
public int TotalCount { get; set; }
public List<UnionDataInPage> DataList { get; set; }
}
public class UnionPage : Response
{
public UnionPageData Data { get; set; }
}
//========1.7================================================================
public class BizUnionModel
{
public int Id { get; set; }
public string Name { get; set; }
public string Cover { get; set; }
public int Level { get; set; }
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 UpdateTime { get; set; }
}
public class BizUnionUserModel
{
public int Id { get; set; }
public int UnionId { get; set; }
public int UserId { get; set; }
public string UserName { get; set; }
public int Station { get; set; }
public int HigherUserId { get; set; }
public int HigherStation { get; set; }
public int Status { get; set; }
public string CreateTime { get; set; }
public string UpdateTime { get; set; }
}
public class UnionDetalResponseData
{
public BizUnionModel BizUnionModel { get; set; }
public List<BizUnionUserModel> BizUnionUserModelList { get; set; }
}
public class UnionDetalResponse : Response
{
public UnionDetalResponseData Data { get; set; }
}

View File

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EditPanel : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetEditPanel()
{
transform.gameObject.SetActive(false);
}
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FriendInfo : MonoBehaviour
{
public Image headimage;
public Text nameTxt;
public Text phonrNumberTxt;
public Text timeTxt;
public GameObject sharePanel;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetSharePanel()
{
sharePanel.gameObject.SetActive(true);
transform.gameObject.SetActive(false);
}
}

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FriendPanel : MonoBehaviour
{
public GameObject friendinfoPrefab;
public Transform friendList;
public GameObject invitefriendsPanel;
// Start is called before the first frame update
void Start()
{
for(int i=0;i<6;i++)
{
GameObject slot = GameObject.Instantiate(friendinfoPrefab, friendList);
}
}
// Update is called once per frame
void Update()
{
}
public void SetFriendPanel()
{
transform.gameObject.SetActive(false);
invitefriendsPanel.SetActive(true);
}
}

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InviteFriendsPanel : MonoBehaviour
{
public Button inviteBtn;
public GameObject invitefriendPanel;
public GameObject personalcenterPanel;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetInviteFriendPanel()
{
invitefriendPanel.gameObject.SetActive(true);
}
public void SetInviteFriendsPanel()
{
transform.gameObject.SetActive(false);
personalcenterPanel.gameObject.SetActive(true);
}
}

View File

@ -0,0 +1,11 @@
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@ -1,9 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PerSonalCenterPanel : MonoBehaviour
{
public Button invitefriendsBtn;
public GameObject invitefriendsPanel;
public GameObject editPanel;
// Start is called before the first frame update
void Start()
{
@ -15,4 +19,17 @@ public class PerSonalCenterPanel : MonoBehaviour
{
}
public void SetInviteFriendsPanel()
{
invitefriendsPanel.gameObject.SetActive(true);
transform.gameObject.SetActive(false);
}
public void SetEditPanel()
{
editPanel.gameObject.SetActive(true);
}
public void SetPerSonalCenterPanel()
{
transform.gameObject.SetActive(false);
}
}

View File

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SharePanel : MonoBehaviour
{
public Button downloadBtn;
public Button wechatBtn;
public Button friendBtn;
public GameObject sharepanel;
public GameObject friendPanel;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void SetSharePanel()
{
transform.gameObject.SetActive(false);
friendPanel.SetActive(true);
}
public void ClickWechatBtn()
{
}
public void ClickDownLoadBtn()
{
}
public void ClickFriendBtn()
{
}
}

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@ -0,0 +1,81 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//md FUCK everthing
//ʷɽ£¬±ðѧ
public class mainBTN : MonoBehaviour
{
public GameObject BTN_0;
public GameObject BTN_1;
public GameObject BTN_2;
public GameObject BTN_3;
public GameObject BTN_0_0;
public GameObject BTN_1_1;
public GameObject BTN_2_2;
public GameObject BTN_3_3;
// 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);
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(() => {
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BTN_3.SetActive(true);
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);
});
}
// Update is called once per frame
void Update()
{
}
}

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@ -6,7 +6,8 @@ public class TradeUnion : MonoBehaviour
{
public GameObject gonghuiPrefab;
public Transform content;
public int count;
public List<UnionDataInPage> dataList = new List<UnionDataInPage>();
// Start is called before the first frame update
void Start()
@ -15,12 +16,24 @@ public class TradeUnion : MonoBehaviour
}
public void ReadData()
public async void ReadData()
{
UnionPage unionPage = new UnionPage();
UnionPage16 unionPage16 = new UnionPage16();
unionPage = await unionPage16.queryUnionPage(1);
Debug.Log(unionPage.Data.TotalCount);
count = unionPage.Data.TotalCount;
dataList = unionPage.Data.DataList;
for(int i = 0; i < dataList.Count; i++)
{
GameObject union = GameObject.Instantiate(gonghuiPrefab, content);
union.name = "union_" + i;
//ÕâÀﶯ̬¹ÒÔع«»á½Å±¾
}
}
// Update is called once per frame
void Update()
{

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnionInfo : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
GetData();
}
public async void GetData()
{
UnionDetail17 unionDetail = new UnionDetail17();
UnionDetalResponse Detail = await unionDetail.queryUnionDetail(1);
Debug.Log(Detail.Data.BizUnionUserModelList[0].CreateTime);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoginItem : MonoBehaviour
{
public Transform contentItem;
// Start is called before the first frame update
void Start()
{
Init();
}
void Init()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Nice_numPanel : MonoBehaviour
{
public Button CancleBtn;
public Button ConfirmBtn;
// Start is called before the first frame update
void Start()
{
CancleBtn.onClick.AddListener(CanclePanel);
ConfirmBtn.onClick.AddListener(ConfirmBuy);
}
void CanclePanel()
{
Destroy(this.gameObject);
}
void ConfirmBuy()
{
Destroy(this.gameObject);
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class NumberTc : MonoBehaviour
{
public TextMeshProUGUI BeautifulNumber;
public TextMeshProUGUI price;
public Button Show_buy;
public Canvas jiemianCanvas;
public GameObject musk;
// Start is called before the first frame update
void Start()
{
Show_buy.onClick.AddListener(ShowBuy_TanChuang);
}
void ShowBuy_TanChuang()
{
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?";
}
// Update is called once per frame
void Update()
{
}
}

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@#¥%……&*()——+|}{”:?》《,。、;’【】、=-0987654321奇迹蜗牛逃亡霸主来袭手机号验证码记录排行灵液密码登入录获取没有立刻脱失败没关系拿到了榜单爷傲奈我何今日排行骑士投入秒后比赛开始灭霸雷神超人蝙蝠钢铁毒液蜘蛛美队卡槽豌豆黄毒蘑菇计时器激素去数加速器商店立刻即工会信息申请申请我的背包碎片兑换公告福利通知活动详情参与规则靓号商店取消确认补充打工时长剩余个人中心邀请好友一二三四五六七八九十鹅的主身份证保存认证真实完成收货新增加编辑安全退出修改注销订转赠送壳兑换购买赤橙黄绿青蓝紫鬼王怪物粉色嘻嬉笑舍洞窟趣巢穴破烂豆逗商城昨天明名字地址账号安全客户天个人中心最强商店游戏蜗居矿场

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