using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class ReadRoom : MonoBehaviour { public static ReadRoom instance; public gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例 public GameRoomListResponse gameRoomListResponse; private List roomDataList; public JSONReader js; public bool isenter=false;//主持人进入 // Start is called before the first frame update void Start() { instance = this; gameRoomListInstance = FindObjectOfType(); } //主持人直接进入房间要获取的数据 public async void head() { var response = await gameRoomListInstance.getGameRoomList(); if (response != null && response.Data != null) { roomDataList = response.Data; Debug.Log($"获取到的房间数量:{roomDataList.Count}"); // 获取当前日期 DateTime currentDate = DateTime.Now; //将当前日期格式化为 "yyyy/MM/dd" 形式 string formattedDate = currentDate.ToString("yyyy/MM/dd"); // 调用方法,动态生成房间元素 foreach (var room in roomDataList) { if (room.Status == "进行中") { bool found = false; // 标记是否找到匹配的用户 ID for (int i = 0; i < room.PlayerList.Count; i++) { if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate)) { Debug.Log("可以直接进入房间"); SceneManager.LoadScene("Tmap 1"); isenter = true; found = true; // 找到匹配用户 ID break; // 直接跳出循环 } } // 如果没有找到匹配的用户 ID,跳转到 "yhj" 场景 if (!found) { Debug.Log("未找到匹配用户 ID,跳转到场景 'yhj'"); SceneManager.LoadScene("yhj"); } } else { Debug.Log("状态不是 '进行中',跳转到场景 'yhj'"); SceneManager.LoadScene("yhj"); } } } else { Debug.LogError("获取房间列表失败!"); } } // Update is called once per frame void Update() { } }