2024-11-30 10:23:05 +08:00
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using Newtonsoft.Json;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class bindNPC : MonoBehaviour
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD><CDB7>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD> token
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public Dictionary<string, string> CreateHeaders()
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{
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2024-12-04 15:26:46 +08:00
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if (string.IsNullOrEmpty(MyGlobal.global.loginResponse.data.access_token))
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2024-11-30 10:23:05 +08:00
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{
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Debug.LogWarning("<22><><EFBFBD>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷʱ<CDB7><CAB1>token δ<><CEB4><EFBFBD>á<EFBFBD>");
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return new Dictionary<string, string>();
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}
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return new Dictionary<string, string>
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{
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2024-12-04 15:26:46 +08:00
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{ "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token },
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2024-11-30 10:23:05 +08:00
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{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
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};
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}
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//ģ<><C4A3>NPC<50><43><EFBFBD><EFBFBD>
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public async Task<BindNPC> BindNPC(BindNPCBody _bindNPCBody)
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{
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//BindNPCBody bindNPCBody = new BindNPCBody();
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//bindNPCBody = _bindNPCBody;
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string response = await web.SendRequest(web.URL + "/game/gameTemplate/npc", "POST", JsonConvert.SerializeObject(_bindNPCBody), CreateHeaders());
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Debug.Log("ģ<><C4A3>NPC<50><43><EFBFBD><EFBFBD>: " + response);
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BindNPC serverData = JsonConvert.DeserializeObject<BindNPC>(response);
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return serverData;
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}
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}
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//=========<3D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>===================================================================
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public class BindNPCBody
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{
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string templateId;//===============<3D><><EFBFBD><EFBFBD>
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NpcList[] npcList;//<2F><>createTemplate.cs<63><73>37<33><37>//=========<3D><><EFBFBD><EFBFBD>
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}
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//==========<3D><><EFBFBD><EFBFBD>=============================
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public class BindNPC : Response
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{
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public string data;//++++++++++++++++++++++++++++++++++++
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}
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