using Newtonsoft.Json; using System; using System.Collections; using System.Collections.Generic; using System.Threading.Tasks; using UnityEngine; //9.2,查询我的工厂未绑定的蜗牛数: public class queryUserSnailCount : MonoBehaviour { public async Task QueryUserSnailCount() // 9.1 { // 准备请求的头部信息,包含授权令牌 Dictionary head = new Dictionary { { "Authorization", Global.global.serverResponse.data.token } }; // 异步发送请求以获取最新的蜗牛骑士信息 string response92 = await web.SendRequest(web.URL + "/snail/factory/queryUserSnailCount", "POST", "{}", head); // 调试输出接收到的响应 Debug.Log("9.2查询我的工厂未绑定的蜗牛数" + response92); // 将响应反序列化为对象 UserSnail userSnail = JsonConvert.DeserializeObject(response92); // 返回解析后的对象 return userSnail; } } //==========返回===================================================================== //返回参数:code:200,成功 //        message:成功,提示语 //        data:空闲蜗牛的数组,这里取数组的长度即可,最大渲染10只蜗牛 //            id:Long,蜗牛的id  public class UserSnail:Response { public List data { get; set; } // 用于存储数据列表 } public class UserSnailData { public int id { get; set; } // id public int userId { get; set; } // userId public int orderId { get; set; } // orderId public int slotId { get; set; } // slotId public int source { get; set; } // source public string exchangeCode { get; set; } // exchangeCode public string workBegin { get; set; } // workBegin public string workEnd { get; set; } // workEnd public string workNow { get; set; } // workNow public int settle { get; set; } // settle public int status { get; set; } // status public string createTime { get; set; } // createTime public string updateTime { get; set; } // updateTime } /*public class UserSnail : Response { public List data; } public class UserSnailData { public long snailId; }*/