using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class KuangChangTest : MonoBehaviour { queryMiningContractList101 queryMiningContractList = new queryMiningContractList101();//10.110.1,查询可购买的挖矿合约 MiningContractList miningContractList=new MiningContractList(); queryMiningContracDetail102 queryMiningContracDetail = new queryMiningContracDetail102();//10.2 MiningContracDetail miningContracDetail = new MiningContracDetail(); buyMiningContract103 buyMiningContract = new buyMiningContract103();//10.3 queryUserMiningSlot104 queryUserMiningSlot = new queryUserMiningSlot104();//10.4 openSlot105 openSlot5 = new openSlot105();//10.5 queryMyPureContract106 queryMyPureContract = new queryMyPureContract106();//10.6 bindSlot107 bindSlot = new bindSlot107(); queryUserVoluteCoin108 queryUserVoluteCoin = new queryUserVoluteCoin108(); [Header("返回主页按钮")] public Button ReturnButton; [Header("用户收益")] public TextMeshProUGUI Userdata; async void Start() { //queryMiningContractList.QueryMiningContract(); //miningContracDetail = await queryMiningContracDetail.QueryMiningContracDetail(2L); ////Debug.Log("====bbb======" + miningContracDetail.data.createTime); //bool isBuySucceed = await buyMiningContract.BuyMiningContract(1); ////Debug.Log("====购买===" + isBuySucceed); ////Debug.Log(buyMiningContract.BuyMiningContract(2) + "==========买"); ////Debug.Log(openSlot5.OpenSlot() + "===============开卡槽"); //queryMyPureContract.QueryMyPureContract(); //queryUserMiningSlot.QueryUserMiningSlot(); //bool isSucceed = await bindSlot.BindSlot(1, 1); ////Debug.Log(isSucceed + "========绑定卡槽"); miningContractList = await queryMiningContractList.QueryMiningContract(); QueryUserVoluteCoinResponse queryUserVoluteCoinResponse = await queryUserVoluteCoin.QueryUserVoluteCoin(); Userdata.text = queryUserVoluteCoinResponse.data.ToString(); ReturnButton.onClick.AddListener((() => { SceneManager.LoadScene(1);})); } // Update is called once per frame void Update() { } }