using Newtonsoft.Json; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEditor; using UnityEngine; using UnityEngine.UI; public class CancelAccount : Base { public TMP_InputField account; public TMP_InputField YanzhengmaInput; public Button ConfirmBtn; public Button CancelBtn; // Start is called before the first frame update async void Start() { RealPlayerInfo realPlayerInfo = new RealPlayerInfo(); queryPlayerInfo queryPlayerInfo = new queryPlayerInfo(); realPlayerInfo = await queryPlayerInfo.QueryPlayerInfoPro(); account.text = "" + realPlayerInfo.data.userName; ConfirmBtn.onClick.AddListener(ConfirmClick); CancelBtn.onClick.AddListener((() => {Destroy(gameObject);})); } async void ConfirmClick() { string response = "";//测试 string body = "{\"verifyCode\":" + int.Parse(YanzhengmaInput.text) + "}"; Debug.Log(body); response = await web.SendRequest(web.URL + "/snail/user/cancel", "POST", body, Global.global.CreateHeaders()); Debug.Log(response); ChangepassRt cpr = JsonConvert.DeserializeObject(response); addEventPopUp(cpr.message); if (cpr.code == 200) { Destroy(this.gameObject); #if UNITY_EDITOR // 在编辑器模式下停止播放 if (EditorApplication.isPlaying) { EditorApplication.isPlaying = false; } else { Debug.Log("正在测试环境中退出"); } #else // 在打包后的环境中退出 Debug.Log("正在打包环境中退出"); Application.Quit(); #endif } } // Update is called once per frame void Update() { } }