using Newtonsoft.Json; using System.Collections; using System.Collections.Generic; using System.Threading.Tasks; using UnityEngine; public class bindNPC : MonoBehaviour { // 创建请求头,使用最新的 token public Dictionary CreateHeaders() { if (string.IsNullOrEmpty(MyGlobal.global.loginResponse.data.access_token)) { Debug.LogWarning("尝试创建请求头时,token 未设置。"); return new Dictionary(); } return new Dictionary { { "Authorization","Bearer "+MyGlobal.global.loginResponse.data.access_token }, {"clientId", "e5cd7e4891bf95d1d19206ce24a7b32e" } }; } //模板NPC绑定 public async Task BindNPC(BindNPCBody _bindNPCBody) { //BindNPCBody bindNPCBody = new BindNPCBody(); //bindNPCBody = _bindNPCBody; string response = await web.SendRequest(web.URL + "/game/gameTemplate/npc", "POST", JsonConvert.SerializeObject(_bindNPCBody), CreateHeaders()); Debug.Log("模板NPC绑定: " + response); BindNPC serverData = JsonConvert.DeserializeObject(response); return serverData; } } //=========请求体=================================================================== public class BindNPCBody { string templateId;//===============必须 NpcList[] npcList;//见createTemplate.cs第37行//=========必须 } //==========返回============================= public class BindNPC : Response { public string data;//++++++++++++++++++++++++++++++++++++ }