修改预定演练部分接口

This commit is contained in:
HuangZiBo 2024-11-29 20:06:53 +08:00
parent 03d13f552b
commit 518340ebdb
7 changed files with 292 additions and 122 deletions

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@ -0,0 +1,46 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bindPlayer : MonoBehaviour
{
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (string.IsNullOrEmpty(Global.global.loginResponse.data.access_token))
{
Debug.LogWarning("尝试创建请求头时token 未设置。");
return new Dictionary<string, string>();
}
return new Dictionary<string, string>
{
{ "Authorization","Bearer "+Global.global.loginResponse.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
};
}
//模板玩家绑定
public async void BindPlayer(bindPlayerBody bindPlayerBody)
{
bindPlayerBody bindPlayerBody1 = new bindPlayerBody();
bindPlayerBody1 = bindPlayerBody;
string response = await web.SendRequest(web.URL + "/game/gameTemplate/player", "POST", JsonConvert.SerializeObject(bindPlayerBody1), CreateHeaders());
Debug.Log("模板玩家绑定: " + response);
BindPlayer serverData = JsonConvert.DeserializeObject<BindPlayer>(response);
}
}
//=====请求体====================================================================================
public class bindPlayerBody
{
string templateId;//===============必须
PlayerList[] playerList;//见createTemplate.cs第37行//=========必须
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,79 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class getRoleList : MonoBehaviour
{
// 创建请求头,使用最新的 token
public Dictionary<string, string> CreateHeaders()
{
if (string.IsNullOrEmpty(Global.global.loginResponse.data.access_token))
{
Debug.LogWarning("尝试创建请求头时token 未设置。");
return new Dictionary<string, string>();
}
return new Dictionary<string, string>
{
{ "Authorization","Bearer "+Global.global.loginResponse.data.access_token },
{"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" }
};
}
//角色列表
public async void queryRoleList(string secneId)
{
getRoleListBody getRoleListBody = new getRoleListBody();
getRoleListBody.sceneId = secneId;//==============================================================================
string response = await web.SendRequest(web.URL + "/game/role/list", "GET", JsonConvert.SerializeObject(getRoleListBody), CreateHeaders());
Debug.Log("查询角色列表: " + response);
RoleList serverData = JsonConvert.DeserializeObject<RoleList>(response);
// 检查反序列化结果
if (serverData == null)
{
Debug.LogError("Failed to deserialize JSON. RoleList is null.");
return;
}
if (serverData.data == null || serverData.data.Count == 0)
{
Debug.LogWarning("No role data found in the returned data.");
return;
}
// 遍历反序列化后的角色列表
foreach (var role in serverData.data)
{
//Debug.Log("Role ID: " + role.id);
//Debug.Log("Role Name: " + role.roleName);
//Debug.Log("Scene ID: " + role.sceneId);
//Debug.Log("Game Name: " + role.gameName);
//Debug.Log("Role Attributions: " + role.roleAttributions);
}
}
}
//====请求体==========================================================================================
public class getRoleListBody
{
public string sceneId;//=====必须
}
//====返回值解析数据类==========================================================================================
public class RoleList
{
public int code; // 与 JSON 中的 "code" 字段对应
public string msg; // 与 JSON 中的 "msg" 字段对应
public List<RoleData> data; // 与 JSON 中的 "data" 字段对应,包含角色的列表
}
public class RoleData
{
public string id; // 与 JSON 中的 "id" 字段对应
public string roleName; // 与 JSON 中的 "roleName" 字段对应
public string sceneId; // 与 JSON 中的 "sceneId" 字段对应
public int gameName; // 与 JSON 中的 "gameName" 字段对应,注意这里是 int 类型
public string roleAttributions; // 与 JSON 中的 "roleAttributions" 字段对应
}

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@ -0,0 +1,11 @@
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@ -1,6 +1,7 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class querySubjectList : MonoBehaviour
@ -24,10 +25,8 @@ public class querySubjectList : MonoBehaviour
};
}
//查询演练科目信息列表
public async void QueryDrillSubject()
public async Task<DrillSubject> QueryDrillSubject()
{
string response = await web.SendRequest(web.URL + "/game/subject/list", "GET", "", CreateHeaders());
Debug.Log("查询演练科目信息列表: " + response);
@ -38,34 +37,58 @@ public class querySubjectList : MonoBehaviour
if (drillSubject == null)
{
Debug.LogError("Failed to deserialize JSON. DrillSubject is null.");
return;
}
if (drillSubject.data == null || drillSubject.data.Count == 0)
{
Debug.LogWarning("No subjects found in the returned data.");
return;
}
// 遍历反序列化后的 data 列表
foreach (var subject in drillSubject.data)
{
Debug.Log("ID: " + subject.id);
Debug.Log("Scene Names: " + subject.sceneNames);
Debug.Log("Name: " + subject.name);
Debug.Log("Suit Version: " + subject.suitVersion);
Debug.Log("Type: " + subject.type);
Debug.Log("Description: " + subject.description);
Debug.Log("Price: " + subject.price);
Debug.Log("Company ID: " + subject.companyId);
Debug.Log("Status: " + subject.status);
Debug.Log("Delete Flag: " + subject.delFlag);
Debug.Log("Remark: " + subject.remark);
Debug.Log("Game Name: " + subject.gameName);
Debug.Log("OSS ID: " + subject.ossId);
Debug.Log("File List: " + subject.fileList);
//Debug.Log("ID: " + subject.id);
//Debug.Log("Scene Names: " + subject.sceneNames);
//Debug.Log("Name: " + subject.name);
//Debug.Log("Suit Version: " + subject.suitVersion);
//Debug.Log("Type: " + subject.type);
//Debug.Log("Description: " + subject.description);
//Debug.Log("Price: " + subject.price);
//Debug.Log("Company ID: " + subject.companyId);
//Debug.Log("Status: " + subject.status);
//Debug.Log("Delete Flag: " + subject.delFlag);
//Debug.Log("Remark: " + subject.remark);
//Debug.Log("Game Name: " + subject.gameName);
//Debug.Log("OSS ID: " + subject.ossId);
//Debug.Log("File List: " + subject.fileList);
// 如果需要进一步处理字段,可以在这里进行
// 比如,将价格转换为数字计算,或根据特定类型执行逻辑
}
return drillSubject;
}
}
//=======================================================================================================
public class DrillSubject : Response
{
[JsonProperty("data")]
public List<QueryDrillSubjectData> data; // È·±£×Ö¶ÎÃûÓë JSON ÖеÄÆ¥Åä
}
public class QueryDrillSubjectData
{
public string id;//
public string[] sceneIds;
public string sceneNames;
public string name;
public string suitVersion;
public string type;
public string description;
public string price;
public string companyId;
public string status;
public string delFlag;
public string remark;
public string gameName;
public string ossId;
public string fileList;
}

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@ -114,47 +114,47 @@ public class loginData
// public string fileSuffix { get; set; }
//}
//=================================================================
public class DrillSubject : Response
{
[JsonProperty("data")]
public List<QueryDrillSubjectData> data; // 确保字段名与 JSON 中的匹配
}
//public class DrillSubject : Response
//{
// [JsonProperty("data")]
// public List<QueryDrillSubjectData> data; // 确保字段名与 JSON 中的匹配
//}
public class QueryDrillSubjectData
{
public string id;
public string[] sceneIds;
public string sceneNames;
public string name;
public string suitVersion;
public string type;
public string description;
public string price;
public string companyId;
public string status;
public string delFlag;
public string remark;
public string gameName;
public string ossId;
public string fileList;
}
//public class QueryDrillSubjectData
//{
// public string id;
// public string[] sceneIds;
// public string sceneNames;
// public string name;
// public string suitVersion;
// public string type;
// public string description;
// public string price;
// public string companyId;
// public string status;
// public string delFlag;
// public string remark;
// public string gameName;
// public string ossId;
// public string fileList;
//}
//===============================================================
public class RoleList
{
public int code; // 与 JSON 中的 "code" 字段对应
public string msg; // 与 JSON 中的 "msg" 字段对应
public List<RoleData> data; // 与 JSON 中的 "data" 字段对应,包含角色的列表
}
//public class RoleList
//{
// public int code; // 与 JSON 中的 "code" 字段对应
// public string msg; // 与 JSON 中的 "msg" 字段对应
// public List<RoleData> data; // 与 JSON 中的 "data" 字段对应,包含角色的列表
//}
public class RoleData
{
public string id; // 与 JSON 中的 "id" 字段对应
public string roleName; // 与 JSON 中的 "roleName" 字段对应
public string sceneId; // 与 JSON 中的 "sceneId" 字段对应
public int gameName; // 与 JSON 中的 "gameName" 字段对应,注意这里是 int 类型
public string roleAttributions; // 与 JSON 中的 "roleAttributions" 字段对应
}
//public class RoleData
//{
// public string id; // 与 JSON 中的 "id" 字段对应
// public string roleName; // 与 JSON 中的 "roleName" 字段对应
// public string sceneId; // 与 JSON 中的 "sceneId" 字段对应
// public int gameName; // 与 JSON 中的 "gameName" 字段对应,注意这里是 int 类型
// public string roleAttributions; // 与 JSON 中的 "roleAttributions" 字段对应
//}
//===================================================================
public class BindPlayer:Response
{

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@ -177,80 +177,80 @@ public class login : MonoBehaviour
//}
//查询演练科目信息列表
public async void QueryDrillSubject()
{
string response = await web.SendRequest(web.URL + "/game/subject/list", "GET", "", CreateHeaders());
Debug.Log("查询演练科目信息列表: " + response);
//public async void QueryDrillSubject()
//{
// string response = await web.SendRequest(web.URL + "/game/subject/list", "GET", "", CreateHeaders());
// Debug.Log("查询演练科目信息列表: " + response);
// 使用 Newtonsoft.Json 进行反序列化
DrillSubject drillSubject = JsonConvert.DeserializeObject<DrillSubject>(response);
// // 使用 Newtonsoft.Json 进行反序列化
// DrillSubject drillSubject = JsonConvert.DeserializeObject<DrillSubject>(response);
// 检查反序列化结果
if (drillSubject == null)
{
Debug.LogError("Failed to deserialize JSON. DrillSubject is null.");
return;
}
// // 检查反序列化结果
// if (drillSubject == null)
// {
// Debug.LogError("Failed to deserialize JSON. DrillSubject is null.");
// return;
// }
if (drillSubject.data == null || drillSubject.data.Count == 0)
{
Debug.LogWarning("No subjects found in the returned data.");
return;
}
// if (drillSubject.data == null || drillSubject.data.Count == 0)
// {
// Debug.LogWarning("No subjects found in the returned data.");
// return;
// }
// 遍历反序列化后的 data 列表
foreach (var subject in drillSubject.data)
{
Debug.Log("ID: " + subject.id);
Debug.Log("Scene Names: " + subject.sceneNames);
Debug.Log("Name: " + subject.name);
Debug.Log("Suit Version: " + subject.suitVersion);
Debug.Log("Type: " + subject.type);
Debug.Log("Description: " + subject.description);
Debug.Log("Price: " + subject.price);
Debug.Log("Company ID: " + subject.companyId);
Debug.Log("Status: " + subject.status);
Debug.Log("Delete Flag: " + subject.delFlag);
Debug.Log("Remark: " + subject.remark);
Debug.Log("Game Name: " + subject.gameName);
Debug.Log("OSS ID: " + subject.ossId);
Debug.Log("File List: " + subject.fileList);
// 如果需要进一步处理字段,可以在这里进行
// 比如,将价格转换为数字计算,或根据特定类型执行逻辑
}
}
// // 遍历反序列化后的 data 列表
// foreach (var subject in drillSubject.data)
// {
// Debug.Log("ID: " + subject.id);
// Debug.Log("Scene Names: " + subject.sceneNames);
// Debug.Log("Name: " + subject.name);
// Debug.Log("Suit Version: " + subject.suitVersion);
// Debug.Log("Type: " + subject.type);
// Debug.Log("Description: " + subject.description);
// Debug.Log("Price: " + subject.price);
// Debug.Log("Company ID: " + subject.companyId);
// Debug.Log("Status: " + subject.status);
// Debug.Log("Delete Flag: " + subject.delFlag);
// Debug.Log("Remark: " + subject.remark);
// Debug.Log("Game Name: " + subject.gameName);
// Debug.Log("OSS ID: " + subject.ossId);
// Debug.Log("File List: " + subject.fileList);
// // 如果需要进一步处理字段,可以在这里进行
// // 比如,将价格转换为数字计算,或根据特定类型执行逻辑
// }
//}
//角色列表
public async void queryRoleList()
{
string body = "{\"sceneId\": \"1845704588547301377\"}";
string response = await web.SendRequest(web.URL + "/game/role/list", "GET", body, CreateHeaders());
Debug.Log("查询角色列表: " + response);
RoleList serverData = JsonConvert.DeserializeObject<RoleList>(response);
////角色列表
//public async void queryRoleList()
//{
// string body = "{\"sceneId\": \"1845704588547301377\"}";
// string response = await web.SendRequest(web.URL + "/game/role/list", "GET", body, CreateHeaders());
// Debug.Log("查询角色列表: " + response);
// RoleList serverData = JsonConvert.DeserializeObject<RoleList>(response);
// 检查反序列化结果
if (serverData == null)
{
Debug.LogError("Failed to deserialize JSON. RoleList is null.");
return;
}
// // 检查反序列化结果
// if (serverData == null)
// {
// Debug.LogError("Failed to deserialize JSON. RoleList is null.");
// return;
// }
if (serverData.data == null || serverData.data.Count == 0)
{
Debug.LogWarning("No role data found in the returned data.");
return;
}
// if (serverData.data == null || serverData.data.Count == 0)
// {
// Debug.LogWarning("No role data found in the returned data.");
// return;
// }
// 遍历反序列化后的角色列表
foreach (var role in serverData.data)
{
Debug.Log("Role ID: " + role.id);
Debug.Log("Role Name: " + role.roleName);
Debug.Log("Scene ID: " + role.sceneId);
Debug.Log("Game Name: " + role.gameName);
Debug.Log("Role Attributions: " + role.roleAttributions);
}
}
// // 遍历反序列化后的角色列表
// foreach (var role in serverData.data)
// {
// Debug.Log("Role ID: " + role.id);
// Debug.Log("Role Name: " + role.roleName);
// Debug.Log("Scene ID: " + role.sceneId);
// Debug.Log("Game Name: " + role.gameName);
// Debug.Log("Role Attributions: " + role.roleAttributions);
// }
//}
//模板玩家绑定
public async void BindPlayer()