调到倒计时,一些接口脚本
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--- !u!1 &2135586305
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@ -16,6 +16,7 @@ public class BossContro : MonoBehaviour
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public int HouseId;//房间编号
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public Transform BoosHouse;//boos房间
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public AllHouseContro allHouseContro;
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// Start is called before the first frame update
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void Start()
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{
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@ -76,9 +77,10 @@ public class BossContro : MonoBehaviour
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break;
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}
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//MoveParent();
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Tools.MoveUpOrDwon(transform.parent.GetComponent<HouseBtn>().door, 270, () => {
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BossAni.SetInteger("State", 1); // 动画转为移动
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BossAni.SetInteger("State", 1); // 动画转为移动
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GetComponent<PlayerMove>().StartMove(); // 开始移动
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});
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//Tools.MoveUpOrDwon(transform.parent.GetComponent<HouseBtn>().door, 270, () => {
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//});
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}
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}
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@ -26,7 +26,7 @@ public class FailPanel : BasePanel
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{
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base.HidePanel();
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PlayerMovePos.instance.IsReturn = true;
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BossContro.instance.ReturnParent();
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//BossContro.instance.ReturnParent();
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MaskContro.instance.SetMask(false);
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//都返回原来的位置
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}
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@ -15,8 +15,8 @@ public class HegemonTime : MonoBehaviour
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void Start()
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{
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instance = this;
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timeNum = 10;
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StartCoroutine(StartGame());
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//StartCoroutine(StartGame());
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}
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@ -34,9 +34,9 @@ public class HegemonTime : MonoBehaviour
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timeText.text = (timeNum-carrySeconds).ToString(); // 显示整数秒数
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yield return new WaitForSeconds(1f); // 等待1秒
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timeNum -= 1;
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//timeNum -= 1;
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if (timeNum==5)
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if (timeNum==20)
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{
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allHouseContro.ControAllDoorClose();
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MaskContro.instance.SetMask(true);
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@ -46,7 +46,11 @@ public class HegemonTime : MonoBehaviour
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Debug.Log("Boos来了");
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BossContro.instance.BossMove();
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timeNum = 10;
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//timeNum = 60;
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}
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public void HadInfAndStartGame()//启动倒计时
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{
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timeNum=60-InfoObject.GetComponent<selectLatest511>().carrySeconds;
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StartCoroutine(StartGame());
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}
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}
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@ -23,6 +23,7 @@ public class MoneyAnimation : MonoBehaviour
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public void PlayCoinAnimation()
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{
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coins.Clear();
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int completedCount = 0; // 记录已经完成动画的金币数量
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// 确保目标点数组有至少 1 个元素
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@ -84,22 +85,25 @@ public class MoneyAnimation : MonoBehaviour
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Random.Range(-randomTargetRadius, randomTargetRadius),
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0);
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// 使用 DOTween 移动金币到随机的目标点附近
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coin.transform.DOMove(randomTargetPosition, moveDuration)
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.SetDelay(delay) // 只有延迟,但不需要等前一个金币完成
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.SetEase(Ease.InOutQuad) // 设置缓动类型
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.OnComplete(() =>
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{
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completedCount++;
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Destroy(coin); // 动画完成后销毁金币
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// 当所有金币都完成动画时,执行其他操作
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if (completedCount == coinCount)
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if (coin != null)
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{
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// 使用 DOTween 移动金币到随机的目标点附近
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coin.transform.DOMove(randomTargetPosition, moveDuration)
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.SetDelay(delay) // 只有延迟,但不需要等前一个金币完成
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.SetEase(Ease.InOutQuad) // 设置缓动类型
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.OnComplete(() =>
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{
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// 在所有金币完成后执行你需要的操作,比如:
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// BettingBtn.instance.GiveMoney();
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}
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});
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completedCount++;
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Destroy(coin); // 动画完成后销毁金币
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// 当所有金币都完成动画时,执行其他操作
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if (completedCount == coinCount)
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{
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// 在所有金币完成后执行你需要的操作,比如:
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// BettingBtn.instance.GiveMoney();
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}
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});
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}
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}
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}
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}
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25
TheStrongestSnail/Assets/Scripts/Battle_Royale/RoomInfo.cs
Normal file
25
TheStrongestSnail/Assets/Scripts/Battle_Royale/RoomInfo.cs
Normal file
@ -0,0 +1,25 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RoomInfo : MonoBehaviour
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{
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public static RoomInfo instance;
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public HouseBtn HousePur;
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public HouseBtn HouseLan;
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public HouseBtn HouseQin;
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public HouseBtn HouseLu;
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public HouseBtn HouseHuang;
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public HouseBtn HouseFen;
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// Start is called before the first frame update
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void Awake()
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{
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instance = this;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@ -1,110 +0,0 @@
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting.Antlr3.Runtime;
|
||||
using UnityEngine;
|
||||
|
||||
public class Test : MonoBehaviour
|
||||
{
|
||||
public string token;
|
||||
|
||||
// 当接收到 token 时触发此方法,仅保存 token
|
||||
public void HandleTokenReceived(string receivedToken)
|
||||
{
|
||||
token = receivedToken; // 保存最新的 token
|
||||
// 首次调用加载初始数据
|
||||
//LoadGameEscapeData();
|
||||
// Debug.Log("接收到新的 token: " + token);
|
||||
}
|
||||
|
||||
public UpdateUserInfo updateUserInfo;
|
||||
public int sec;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// 注册监听事件,当收到 token 时,触发 HandleTokenReceived
|
||||
LoginAndGetToken.OnTokenReceived += HandleTokenReceived;
|
||||
updateUserInfo = new UpdateUserInfo();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
TestButton();
|
||||
}
|
||||
public async void TestButton()
|
||||
{
|
||||
if(Input.GetKey(KeyCode.X))
|
||||
{
|
||||
sjdlkjf();
|
||||
//Debug.Log("nnnnnnnnnnnnnnnn"+sec);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public async void sjdlkjf()
|
||||
{
|
||||
// 用来给请求头赋值
|
||||
string Authorization = token;
|
||||
//Debug.Log("Loding(Authorization)请求头赋值" + Authorization);
|
||||
|
||||
// 5.1查询最近一场大屠杀
|
||||
Dictionary<string, string> head51 = new Dictionary<string, string>
|
||||
{
|
||||
{ "Authorization", Authorization }, // 设置授权头
|
||||
};
|
||||
|
||||
string response51 = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryLatest", "POST", "{}", head51);
|
||||
Debug.Log("5.1查询最近一场大屠杀(独立)" + response51); // 查询最近一场大逃亡游戏详情:
|
||||
|
||||
// 解析JSON数据
|
||||
string json = response51;
|
||||
Response response = JsonConvert.DeserializeObject<Response>(json);
|
||||
|
||||
int gameEscapeId = response.data.gameEscapeModel.id;
|
||||
Debug.Log(gameEscapeId);
|
||||
//Debug.Log("解析成功,id为: " + gameEscapeId);
|
||||
|
||||
int carrySeconds = response.data.carrySeconds;
|
||||
Debug.Log("====================================================================================="+carrySeconds);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class GameEscapeModel
|
||||
{
|
||||
public int id; // 解析游戏ID
|
||||
public string gameNo; // 包括游戏编号
|
||||
}
|
||||
|
||||
//[Serializable]
|
||||
//public class GameEscapeRoomResponseVo
|
||||
//{
|
||||
// public int escapeId; // 逃脱游戏的ID
|
||||
// public int roomNo; // 房间号
|
||||
//}
|
||||
|
||||
[Serializable]
|
||||
public class Data
|
||||
{
|
||||
public int carrySeconds; // 持续秒数
|
||||
public GameEscapeModel gameEscapeModel; // 嵌套的GameEscapeModel对象
|
||||
//public List<GameEscapeRoomResponseVo> gameEscapeRoomResponseVoList; // 房间信息列表
|
||||
public object gameEscapeUserModel; // 用户模型,可以保持为空或根据需要进行定义
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class Response
|
||||
{
|
||||
public int code; // 状态码
|
||||
public string message; // 返回信息
|
||||
public Data data; // 数据对象
|
||||
}
|
@ -108,16 +108,40 @@ using UnityEngine.UI;
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
public class Gamber : MonoBehaviour
|
||||
//解析+单例
|
||||
public class Gamber513 : MonoBehaviour
|
||||
{
|
||||
// 单例模式实现
|
||||
public static Gamber513 Instance { get; private set; }
|
||||
|
||||
// 全局变量,用于存储服务器返回的具体字段
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
public int userId; // 用户 ID
|
||||
private string lastUserBetResponse = null; // 保存最新的用户下注响应
|
||||
|
||||
// 假设有一个下注按钮====================================================================================================
|
||||
// 服务器返回的字段,作为全局变量
|
||||
public int code; // 返回状态码,例如 200 表示成功
|
||||
public string message; // 提示信息
|
||||
public object data; // 数据,可能为空
|
||||
|
||||
// 假设有一个下注按钮
|
||||
public Button userBetButton;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 实现单例模式
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 保证此实例在场景切换时不会被销毁
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 注册监听事件,当收到 token 时,触发 HandleTokenReceived
|
||||
@ -126,7 +150,7 @@ public class Gamber : MonoBehaviour
|
||||
// 注册监听,当 escapeId 更新时调用 HandleGameEscapeIdUpdated,但不执行其他方法
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
|
||||
// 假设下注按钮被点击时调用 OnUserBetButtonClicked===================================================================
|
||||
// 假设下注按钮被点击时调用 OnUserBetButtonClicked
|
||||
if (userBetButton != null)
|
||||
{
|
||||
userBetButton.onClick.AddListener(OnUserBetButtonClicked);
|
||||
@ -148,9 +172,12 @@ public class Gamber : MonoBehaviour
|
||||
escapeId = newGameEscapeId; // 保存最新的 escapeId
|
||||
Debug.Log("接收到新的 GameEscapeId: " + escapeId);
|
||||
|
||||
// 在这里可以选择手动调用 UserBet(),例如
|
||||
// 在这里可以选择手动调用 UserBet()
|
||||
lastUserBetResponse = await UserBet();
|
||||
Debug.Log("HandleGameEscapeIdUpdated 处理的 UserBet 响应: " + lastUserBetResponse);
|
||||
|
||||
// 解析响应
|
||||
ParseUserBetResponse(lastUserBetResponse);
|
||||
}
|
||||
|
||||
// 按钮点击后触发下注操作
|
||||
@ -169,12 +196,12 @@ public class Gamber : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用 UserBet 并保存响应//==========================================================================================
|
||||
// 调用 UserBet 并保存响应
|
||||
lastUserBetResponse = await UserBet();
|
||||
Debug.Log("用户按钮触发的 UserBet 响应: " + lastUserBetResponse);
|
||||
|
||||
// 可以根据响应做进一步的处理
|
||||
HandleUserBetResponse(lastUserBetResponse);
|
||||
// 解析响应
|
||||
ParseUserBetResponse(lastUserBetResponse);
|
||||
}
|
||||
|
||||
// 用户下注方法
|
||||
@ -195,13 +222,13 @@ public class Gamber : MonoBehaviour
|
||||
var headers = CreateHeaders();
|
||||
string body = $@"
|
||||
{{
|
||||
""userId"": 106,
|
||||
""userId"": {userId},
|
||||
""escapeId"": {escapeId},
|
||||
""bet"": 100,
|
||||
""roomNo"": 1
|
||||
}}";
|
||||
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/userBet", "POST", body, headers);
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/userBet", "POST", body, headers);
|
||||
Debug.Log("用户下注响应: " + response);
|
||||
return response; // 返回响应
|
||||
}
|
||||
@ -221,16 +248,38 @@ public class Gamber : MonoBehaviour
|
||||
};
|
||||
}
|
||||
|
||||
// 处理 UserBet 方法的响应
|
||||
private void HandleUserBetResponse(string response)
|
||||
// 处理 UserBet 方法的响应,并将解析后的字段保存到全局变量中
|
||||
private void ParseUserBetResponse(string response)
|
||||
{
|
||||
if (response.Contains("success"))
|
||||
if (string.IsNullOrEmpty(response))
|
||||
{
|
||||
Debug.Log("下注成功!");
|
||||
Debug.LogWarning("无法解析用户下注响应,响应为空。");
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
||||
try
|
||||
{
|
||||
Debug.LogWarning("下注失败,服务器响应: " + response);
|
||||
// 使用 Newtonsoft.Json 解析响应
|
||||
UserBetResponse betResponse = JsonConvert.DeserializeObject<UserBetResponse>(response);
|
||||
|
||||
// 将解析后的数据赋值给全局变量
|
||||
code = betResponse.code;
|
||||
message = betResponse.message;
|
||||
data = betResponse.data;
|
||||
|
||||
// 输出结果
|
||||
if (code == 200)
|
||||
{
|
||||
Debug.Log($"下注成功!消息: {message}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"下注失败,消息: {message}");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning("解析用户下注响应时出错: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
@ -240,7 +289,7 @@ public class Gamber : MonoBehaviour
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
|
||||
// 取消按钮的点击监听================================================================================================
|
||||
// 取消按钮的点击监听
|
||||
if (userBetButton != null)
|
||||
{
|
||||
userBetButton.onClick.RemoveListener(OnUserBetButtonClicked);
|
||||
@ -258,5 +307,16 @@ public class Gamber : MonoBehaviour
|
||||
|
||||
lastUserBetResponse = await UserBet(); // 调用 UserBet 并保存响应
|
||||
Debug.Log("初始加载的 UserBet 响应: " + lastUserBetResponse);
|
||||
|
||||
// 解析响应
|
||||
ParseUserBetResponse(lastUserBetResponse);
|
||||
}
|
||||
}
|
||||
|
||||
// 用户下注响应数据类,用于存储解析后的响应数据
|
||||
public class UserBetResponse
|
||||
{
|
||||
public int code { get; set; } // 返回状态码,例如 200 表示成功
|
||||
public string message { get; set; } // 提示信息
|
||||
public object data { get; set; } // 数据,可能为空
|
||||
}
|
@ -699,6 +699,7 @@ using UnityEngine.UI;
|
||||
}
|
||||
}*/
|
||||
//解析+高频+单例
|
||||
//썩驕+데절
|
||||
public class QueryRoomdetails512 : MonoBehaviour
|
||||
{
|
||||
// 单例实例
|
||||
@ -800,7 +801,7 @@ public class QueryRoomdetails512 : MonoBehaviour
|
||||
}}";
|
||||
|
||||
// Debug.Log("正在查询逃亡房间详情...");
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryEscapeRoomList", "POST", body, headers);
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryEscapeRoomList", "POST", body, headers);
|
||||
Debug.Log("5.1.2查询逃亡房间详情响应: " + response);
|
||||
|
||||
// 反序列化 JSON 数据为 ServerResponse 对象并处理响应
|
||||
|
@ -398,7 +398,7 @@ public class SelectQueryKill514 : MonoBehaviour
|
||||
}}";
|
||||
|
||||
Debug.Log("正在查询击杀信息...");
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryKill", "POST", body, headers);
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", body, headers);
|
||||
Debug.Log("查询击杀信息响应: " + response);
|
||||
HandleQueryKillResponse(response); // 处理响应数据
|
||||
return response; // 返回响应
|
||||
|
@ -105,10 +105,7 @@ using Newtonsoft.Json.Linq;
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
/*public class SelectUserInfo : MonoBehaviour
|
||||
/*public class SelectUserInfo14 : MonoBehaviour
|
||||
{
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
@ -244,16 +241,49 @@ using Newtonsoft.Json.Linq;
|
||||
}*/
|
||||
|
||||
|
||||
//解析+单例
|
||||
|
||||
public class SelectUserInfo : MonoBehaviour
|
||||
public class SelectUserInfo14 : MonoBehaviour
|
||||
{
|
||||
// 单例模式实现
|
||||
public static SelectUserInfo14 Instance { get; private set; }
|
||||
|
||||
// 全局变量,用于存储服务器返回的具体字段
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
private string lastSelectUserInfoResponse = null; // 保存最新的用户详情查询响应
|
||||
|
||||
// 假设有一个手动查询用户详情的按钮=======================================================================================
|
||||
// 服务器返回的字段,作为全局变量
|
||||
public int code; // 状态码,例如 200 表示成功
|
||||
public string message; // 提示信息
|
||||
public int userId; // 用户ID
|
||||
public string userName; // 用户名
|
||||
public string nickName; // 昵称
|
||||
public string headImg; // 头像
|
||||
public int gender; // 性别,1 表示男,2 表示女
|
||||
public string birthday; // 生日
|
||||
public int voluteCoin; // 蜗壳
|
||||
public int beansCoin; // 蜗牛蛋
|
||||
public int ichorCoin; // 灵液
|
||||
public int cuteNo; // 靓号
|
||||
|
||||
// 假设有一个手动查询用户详情的按钮
|
||||
public Button selectUserInfoButton;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 实现单例模式
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 保证此实例在场景切换时不会被销毁
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 注册监听事件,当收到 token 时,触发 HandleTokenReceived
|
||||
@ -262,7 +292,7 @@ public class SelectUserInfo : MonoBehaviour
|
||||
// 注册监听,当 escapeId 更新时调用 HandleGameEscapeIdUpdated
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
|
||||
// 假设按钮被点击时调用 OnSelectUserInfoButtonClicked===================================================================
|
||||
// 假设按钮被点击时调用 OnSelectUserInfoButtonClicked
|
||||
if (selectUserInfoButton != null)
|
||||
{
|
||||
selectUserInfoButton.onClick.AddListener(OnSelectUserInfoButtonClicked);
|
||||
@ -289,8 +319,8 @@ public class SelectUserInfo : MonoBehaviour
|
||||
lastSelectUserInfoResponse = await SelectUser();
|
||||
Debug.Log("HandleGameEscapeIdUpdated 处理的查询用户详情响应: " + lastSelectUserInfoResponse);
|
||||
|
||||
// 处理响应内容
|
||||
HandleSelectUserResponse(lastSelectUserInfoResponse);
|
||||
// 解析查询结果
|
||||
ParseSelectUserInfoResponse(lastSelectUserInfoResponse);
|
||||
}
|
||||
|
||||
// 加载初始数据,使用最新的 token
|
||||
@ -306,8 +336,8 @@ public class SelectUserInfo : MonoBehaviour
|
||||
lastSelectUserInfoResponse = await SelectUser();
|
||||
Debug.Log("初始加载的查询用户详情响应: " + lastSelectUserInfoResponse);
|
||||
|
||||
// 处理响应内容
|
||||
HandleSelectUserResponse(lastSelectUserInfoResponse);
|
||||
// 解析查询结果
|
||||
ParseSelectUserInfoResponse(lastSelectUserInfoResponse);
|
||||
}
|
||||
|
||||
// 按钮点击后触发用户详情查询操作
|
||||
@ -324,8 +354,8 @@ public class SelectUserInfo : MonoBehaviour
|
||||
lastSelectUserInfoResponse = await SelectUser();
|
||||
Debug.Log("用户按钮触发的查询用户详情响应: " + lastSelectUserInfoResponse);
|
||||
|
||||
// 处理响应内容
|
||||
HandleSelectUserResponse(lastSelectUserInfoResponse);
|
||||
// 解析查询结果
|
||||
ParseSelectUserInfoResponse(lastSelectUserInfoResponse);
|
||||
}
|
||||
|
||||
// 查询用户详情
|
||||
@ -359,50 +389,48 @@ public class SelectUserInfo : MonoBehaviour
|
||||
};
|
||||
}
|
||||
|
||||
// 处理 SelectUser 方法的响应,直接从字符串中获取字段
|
||||
private void HandleSelectUserResponse(string response)
|
||||
// 处理 SelectUser 方法的响应,并解析成全局变量
|
||||
private void ParseSelectUserInfoResponse(string response)
|
||||
{
|
||||
if (string.IsNullOrEmpty(response))
|
||||
{
|
||||
Debug.LogWarning("无法解析用户详情查询响应,响应为空。");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 使用 JObject 解析 JSON 字符串
|
||||
JObject jsonObject = JObject.Parse(response);
|
||||
// 使用 Newtonsoft.Json 解析响应
|
||||
SelectUserInfoResponse userInfoResponse = JsonConvert.DeserializeObject<SelectUserInfoResponse>(response);
|
||||
|
||||
// 获取 code 和 message
|
||||
int code = jsonObject.Value<int>("code");
|
||||
string message = jsonObject.Value<string>("message");
|
||||
// 将解析后的数据赋值给全局变量
|
||||
code = userInfoResponse.code;
|
||||
message = userInfoResponse.message;
|
||||
|
||||
if (code == 200)
|
||||
if (userInfoResponse.data != null)
|
||||
{
|
||||
JObject data = jsonObject.Value<JObject>("data");
|
||||
if (data != null)//用户信息
|
||||
{
|
||||
int userId = data.Value<int>("userId");//用户ID
|
||||
string userName = data.Value<string>("userName");//用户名
|
||||
string nickName = data.Value<string>("nickName");//呢称
|
||||
string headImg = data.Value<string>("headImg");//头像
|
||||
int gender = data.Value<int>("gender");//性别
|
||||
string birthday = data.Value<string>("birthday");//生日
|
||||
int voluteCoin = data.Value<int>("voluteCoin");//蜗壳
|
||||
int beansCoin = data.Value<int>("beansCoin");//蜗牛蛋
|
||||
int ichorCoin = data.Value<int>("ichorCoin");//灵液
|
||||
int cuteNo = data.Value<int>("cuteNo");//靓号
|
||||
userId = userInfoResponse.data.userId;
|
||||
userName = userInfoResponse.data.userName;
|
||||
nickName = userInfoResponse.data.nickName;
|
||||
headImg = userInfoResponse.data.headImg;
|
||||
gender = userInfoResponse.data.gender;
|
||||
birthday = userInfoResponse.data.birthday;
|
||||
voluteCoin = userInfoResponse.data.voluteCoin;
|
||||
beansCoin = userInfoResponse.data.beansCoin;
|
||||
ichorCoin = userInfoResponse.data.ichorCoin;
|
||||
cuteNo = userInfoResponse.data.cuteNo;
|
||||
|
||||
// 打印输出获取的字段
|
||||
Debug.Log($"查询用户信息成功!用户 ID: {userId}, 用户名: {userName}, 昵称: {nickName}, 性别: {(gender == 1 ? "男" : "女")}, 蜗壳: {voluteCoin}, 蜗蛋: {beansCoin}, 灵液: {ichorCoin}, 靓号: {cuteNo}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("数据对象为空,无法获取用户详细信息");
|
||||
}
|
||||
Debug.Log($"查询用户信息成功!用户 ID: {userId}, 用户名: {userName}, 昵称: {nickName}, 性别: {(gender == 1 ? "男" : "女")}, " +
|
||||
$"蜗壳: {voluteCoin}, 蜗蛋: {beansCoin}, 灵液: {ichorCoin}, 靓号: {cuteNo}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"查询用户信息失败,消息: {message}");
|
||||
Debug.LogWarning("数据对象为空,无法获取用户详细信息");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"解析响应时出现异常: {ex.Message}");
|
||||
Debug.LogWarning("解析用户详情查询响应时出错: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
@ -412,10 +440,33 @@ public class SelectUserInfo : MonoBehaviour
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
|
||||
// 取消按钮的点击监听-==============================================================================================
|
||||
// 取消按钮的点击监听
|
||||
if (selectUserInfoButton != null)
|
||||
{
|
||||
selectUserInfoButton.onClick.RemoveListener(OnSelectUserInfoButtonClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 用户详情查询响应数据类,用于存储解析后的响应数据
|
||||
public class SelectUserInfoResponse
|
||||
{
|
||||
public int code { get; set; } // 返回状态码,例如 200 表示成功
|
||||
public string message { get; set; } // 提示信息
|
||||
public UserInfo data { get; set; } // 用户信息
|
||||
}
|
||||
|
||||
// 用户信息数据类,用于存储用户详细信息
|
||||
public class UserInfo
|
||||
{
|
||||
public int userId { get; set; } // 用户ID
|
||||
public string userName { get; set; } // 用户名
|
||||
public string nickName { get; set; } // 昵称
|
||||
public string headImg { get; set; } // 头像
|
||||
public int gender { get; set; } // 性别,1 表示男,2 表示女
|
||||
public string birthday { get; set; } // 生日
|
||||
public int voluteCoin { get; set; } // 蜗壳
|
||||
public int beansCoin { get; set; } // 蜗牛蛋
|
||||
public int ichorCoin { get; set; } // 灵液
|
||||
public int cuteNo { get; set; } // 靓号
|
||||
}
|
@ -7,7 +7,7 @@ using UnityEngine;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine.UI;
|
||||
/*public class UpdateUserInfo : MonoBehaviour
|
||||
/*public class UpdateUserInfo13 : MonoBehaviour
|
||||
{
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
@ -111,16 +111,39 @@ using UnityEngine.UI;
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
public class UpdateUserInfo : MonoBehaviour
|
||||
//解析+单例
|
||||
public class UpdateUserInfo13 : MonoBehaviour
|
||||
{
|
||||
// 单例模式实现
|
||||
public static UpdateUserInfo13 Instance { get; private set; }
|
||||
|
||||
// 全局变量,用于存储服务器返回的具体字段
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
private string lastUpdateUserInfoResponse = null; // 保存最新的用户信息更新响应
|
||||
|
||||
// 假设有一个手动更新用户信息的按钮=========================================================================================
|
||||
// 服务器返回的字段,作为全局变量
|
||||
public int code; // 状态码,例如 200 表示成功
|
||||
public string message; // 提示信息
|
||||
public bool data; // 用户信息更新结果,true 表示成功
|
||||
|
||||
// 假设有一个手动更新用户信息的按钮
|
||||
public Button updateUserInfoButton;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 实现单例模式
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 保证此实例在场景切换时不会被销毁
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 注册监听事件,当收到 token 时,触发 HandleTokenReceived
|
||||
@ -129,7 +152,7 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
// 注册监听,当 escapeId 更新时调用 HandleGameEscapeIdUpdated
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
|
||||
// 假设按钮被点击时调用 OnUpdateUserInfoButtonClicked==================================================================
|
||||
// 假设按钮被点击时调用 OnUpdateUserInfoButtonClicked
|
||||
if (updateUserInfoButton != null)
|
||||
{
|
||||
updateUserInfoButton.onClick.AddListener(OnUpdateUserInfoButtonClicked);
|
||||
@ -155,6 +178,9 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
// 在接收到 escapeId 更新时自动调用更新用户信息
|
||||
lastUpdateUserInfoResponse = await UpdateUserInformation();
|
||||
Debug.Log("HandleGameEscapeIdUpdated 处理的用户信息更新响应: " + lastUpdateUserInfoResponse);
|
||||
|
||||
// 解析查询结果
|
||||
ParseUpdateUserInfoResponse(lastUpdateUserInfoResponse);
|
||||
}
|
||||
|
||||
// 加载初始数据,使用最新的 token
|
||||
@ -169,6 +195,9 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
// 调用更新用户信息方法
|
||||
lastUpdateUserInfoResponse = await UpdateUserInformation();
|
||||
Debug.Log("初始加载的用户信息更新响应: " + lastUpdateUserInfoResponse);
|
||||
|
||||
// 解析查询结果
|
||||
ParseUpdateUserInfoResponse(lastUpdateUserInfoResponse);
|
||||
}
|
||||
|
||||
// 按钮点击后触发用户信息更新操作
|
||||
@ -185,6 +214,9 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
lastUpdateUserInfoResponse = await UpdateUserInformation();
|
||||
Debug.Log("用户按钮触发的用户信息更新响应: " + lastUpdateUserInfoResponse);
|
||||
|
||||
// 解析查询结果
|
||||
ParseUpdateUserInfoResponse(lastUpdateUserInfoResponse);
|
||||
|
||||
// 根据响应做进一步的处理
|
||||
HandleUpdateUserInfoResponse(lastUpdateUserInfoResponse);
|
||||
}
|
||||
@ -231,7 +263,7 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
// 处理 UpdateUserInformation 方法的响应
|
||||
private void HandleUpdateUserInfoResponse(string response)
|
||||
{
|
||||
if (response.Contains("success"))
|
||||
if (code == 200 && data)
|
||||
{
|
||||
Debug.Log("更新用户信息成功!");
|
||||
}
|
||||
@ -241,16 +273,54 @@ public class UpdateUserInfo : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// 解析用户信息更新响应,并保存到全局变量
|
||||
private void ParseUpdateUserInfoResponse(string response)
|
||||
{
|
||||
if (string.IsNullOrEmpty(response))
|
||||
{
|
||||
Debug.LogWarning("无法解析用户信息更新响应,响应为空。");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 使用 Newtonsoft.Json 解析响应
|
||||
UpdateUserInfoResponse updateResponse = JsonConvert.DeserializeObject<UpdateUserInfoResponse>(response);
|
||||
|
||||
// 将解析后的数据赋值给全局变量
|
||||
code = updateResponse.code;
|
||||
message = updateResponse.message;
|
||||
data = updateResponse.data;
|
||||
|
||||
Debug.Log("解析后的用户信息更新结果: " +
|
||||
"\n状态码: " + code +
|
||||
"\n提示信息: " + message +
|
||||
"\n更新成功: " + data);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning("解析用户信息更新响应时出错: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// 注销监听事件,避免内存泄漏
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
|
||||
// 取消按钮的点击监听===============================================================================================
|
||||
// 取消按钮的点击监听
|
||||
if (updateUserInfoButton != null)
|
||||
{
|
||||
updateUserInfoButton.onClick.RemoveListener(OnUpdateUserInfoButtonClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 用户信息更新响应数据类,用于存储解析后的响应数据
|
||||
public class UpdateUserInfoResponse
|
||||
{
|
||||
public int code { get; set; } // 返回状态码,例如 200 表示成功
|
||||
public string message { get; set; } // 提示信息
|
||||
public bool data { get; set; } // 用户信息更新结果,true 表示成功
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3cdc7291c1f2c68489b960c1d53cbac6
|
||||
guid: 3e317c8c24b13004bb49858be0928128
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -4,8 +4,8 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine.UI;
|
||||
/*public class UserBetResult : MonoBehaviour
|
||||
using UnityEngine.UI;
|
||||
/*public class UserBetResult515 : MonoBehaviour
|
||||
{
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
@ -107,16 +107,38 @@ using UnityEngine.UI;
|
||||
}*/
|
||||
|
||||
|
||||
//解析+单例
|
||||
|
||||
|
||||
public class UserBetResult : MonoBehaviour
|
||||
public class UserBetResult515 : MonoBehaviour
|
||||
{
|
||||
// 单例模式实现
|
||||
public static UserBetResult515 Instance { get; private set; }
|
||||
|
||||
// 全局变量,用于存储服务器返回的具体字段
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
public int userId;
|
||||
private string lastUserBetResultResponse = null; // 保存最新的用户下注结果响应
|
||||
|
||||
// 假设有一个按钮可以手动查询用户下注结果=============================================================================
|
||||
//public Button queryUserBetButton;
|
||||
// 服务器返回的字段,作为全局变量
|
||||
public int code; // 状态码,例如 200 表示成功
|
||||
public string message; // 提示信息
|
||||
public int roomNoKill; // 被击杀的房间号
|
||||
public int roomNoRemain; // 留存的房间号
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 实现单例模式
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 保证此实例在场景切换时不会被销毁
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -125,12 +147,6 @@ public class UserBetResult : MonoBehaviour
|
||||
|
||||
// 注册监听,当 escapeId 更新时调用 HandleGameEscapeIdUpdated
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
|
||||
//// 假设按钮被点击时调用 OnQueryUserBetButtonClicked=====================================================================
|
||||
//if (queryUserBetButton != null)
|
||||
//{
|
||||
// queryUserBetButton.onClick.AddListener(OnQueryUserBetButtonClicked);
|
||||
//}
|
||||
}
|
||||
|
||||
// 当接收到 token 时触发此方法,仅保存 token
|
||||
@ -152,6 +168,9 @@ public class UserBetResult : MonoBehaviour
|
||||
// 调用查询用户下注结果方法
|
||||
lastUserBetResultResponse = await QueryUserBetResult();
|
||||
Debug.Log("HandleGameEscapeIdUpdated 处理的查询结果响应: " + lastUserBetResultResponse);
|
||||
|
||||
// 解析查询结果
|
||||
ParseUserBetResultResponse(lastUserBetResultResponse);
|
||||
}
|
||||
|
||||
// 加载初始数据,使用最新的 token
|
||||
@ -166,30 +185,9 @@ public class UserBetResult : MonoBehaviour
|
||||
// 调用查询用户下注结果方法
|
||||
lastUserBetResultResponse = await QueryUserBetResult();
|
||||
Debug.Log("初始加载的查询用户下注结果响应: " + lastUserBetResultResponse);
|
||||
}
|
||||
|
||||
// 按钮点击后触发用户下注结果查询操作
|
||||
public async void OnQueryUserBetButtonClicked()
|
||||
{
|
||||
// 检查 token 和 escapeId 是否已正确设置
|
||||
if (string.IsNullOrEmpty(token))
|
||||
{
|
||||
Debug.LogWarning("无法查询下注结果,token 未设置。");
|
||||
return;
|
||||
}
|
||||
|
||||
if (escapeId == -1)
|
||||
{
|
||||
Debug.LogWarning("无法查询下注结果,escapeId 未设置。");
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用查询用户下注结果方法
|
||||
lastUserBetResultResponse = await QueryUserBetResult();
|
||||
Debug.Log("用户按钮触发的查询结果响应: " + lastUserBetResultResponse);
|
||||
|
||||
// 根据响应做进一步的处理
|
||||
HandleUserBetResultResponse(lastUserBetResultResponse);
|
||||
// 解析查询结果
|
||||
ParseUserBetResultResponse(lastUserBetResultResponse);
|
||||
}
|
||||
|
||||
// 查询用户下注结果
|
||||
@ -210,11 +208,11 @@ public class UserBetResult : MonoBehaviour
|
||||
var headers = CreateHeaders();
|
||||
string body = $@"
|
||||
{{
|
||||
""userId"": 106,
|
||||
""userId"": {userId},
|
||||
""escapeId"": {escapeId}
|
||||
}}";
|
||||
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryUserBetResult", "POST", body, headers);
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryUserBetResult", "POST", body, headers);
|
||||
Debug.Log("查询用户下注结果响应: " + response);
|
||||
return response; // 返回响应
|
||||
}
|
||||
@ -237,7 +235,7 @@ public class UserBetResult : MonoBehaviour
|
||||
// 处理 QueryUserBetResult 方法的响应
|
||||
private void HandleUserBetResultResponse(string response)
|
||||
{
|
||||
if (response.Contains("success"))
|
||||
if (response.Contains("\"code\":200"))
|
||||
{
|
||||
Debug.Log("查询下注结果成功!");
|
||||
}
|
||||
@ -247,16 +245,62 @@ public class UserBetResult : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// 解析用户下注结果响应,并保存到全局变量
|
||||
private void ParseUserBetResultResponse(string response)
|
||||
{
|
||||
if (string.IsNullOrEmpty(response))
|
||||
{
|
||||
Debug.LogWarning("无法解析下注结果,响应为空。");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 使用 Newtonsoft.Json 解析响应
|
||||
BetResultResponse betResult = JsonConvert.DeserializeObject<BetResultResponse>(response);
|
||||
|
||||
// 将解析后的数据赋值给全局变量
|
||||
code = betResult.code;
|
||||
message = betResult.message;
|
||||
|
||||
if (betResult.data != null)
|
||||
{
|
||||
roomNoKill = betResult.data.roomNoKill;
|
||||
roomNoRemain = betResult.data.roomNoRemain;
|
||||
}
|
||||
|
||||
Debug.Log("解析后的下注结果: " +
|
||||
"\n状态码: " + code +
|
||||
"\n提示信息: " + message +
|
||||
"\n被击杀的房间: " + roomNoKill +
|
||||
"\n留存的房间: " + roomNoRemain);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning("解析下注结果时出错: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// 注销监听事件,避免内存泄漏
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
|
||||
//// 取消按钮的点击监听================================================================================================
|
||||
//if (queryUserBetButton != null)
|
||||
//{
|
||||
// queryUserBetButton.onClick.RemoveListener(OnQueryUserBetButtonClicked);
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
// 下注结果响应数据类,用于存储解析后的响应数据
|
||||
public class BetResultResponse
|
||||
{
|
||||
public int code { get; set; } // 返回状态码,例如 200 表示成功
|
||||
public string message { get; set; } // 提示信息
|
||||
public BetResultData data { get; set; } // 具体的下注数据
|
||||
}
|
||||
|
||||
// 下注结果数据类,用于存储大逃亡详情
|
||||
public class BetResultData
|
||||
{
|
||||
public int roomNoKill { get; set; } // 被击杀的房间号
|
||||
public int roomNoRemain { get; set; } // 留存的房间号
|
||||
}
|
||||
|
@ -143,10 +143,7 @@ using UnityEngine.UI;
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
public class LoadMall : MonoBehaviour
|
||||
/*public class LoadMall : MonoBehaviour
|
||||
{
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
@ -324,4 +321,231 @@ public class LoadMall : MonoBehaviour
|
||||
loadMallButton.onClick.RemoveListener(OnLoadMallButtonClicked);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
//解析+单例
|
||||
|
||||
public class LoadMall : MonoBehaviour
|
||||
{
|
||||
// 单例模式实现
|
||||
public static LoadMall Instance { get; private set; }
|
||||
|
||||
// 全局变量,用于存储服务器返回的具体字段
|
||||
public string token = null; // 保存最新的 token,初始为 null
|
||||
public int escapeId = -1; // 保存最新的 escapeId,初始为 -1 表示未设置
|
||||
private string lastMallResponse = null; // 保存最新的商城操作响应
|
||||
|
||||
// 服务器返回的字段,作为全局变量
|
||||
public int code; // 返回状态码,例如 200 表示成功
|
||||
public string message; // 提示信息
|
||||
public int pageNo; // 商品分页信息中的起始页
|
||||
public int pageSize; // 商品分页信息中的每页展示
|
||||
public int totalCount; // 商品分页信息中的总记录数
|
||||
public List<Product> productList; // 商品数据列表
|
||||
|
||||
// 假设有一个手动加载商城数据的按钮
|
||||
public Button loadMallButton;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// 实现单例模式
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 保证此实例在场景切换时不会被销毁
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 注册监听事件,当收到 token 时,触发 HandleTokenReceived
|
||||
LoginAndGetToken.OnTokenReceived += HandleTokenReceived;
|
||||
|
||||
// 注册监听,当 escapeId 更新时调用 HandleGameEscapeIdUpdated
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
|
||||
// 假设按钮被点击时调用 OnLoadMallButtonClicked
|
||||
if (loadMallButton != null)
|
||||
{
|
||||
loadMallButton.onClick.AddListener(OnLoadMallButtonClicked);
|
||||
}
|
||||
}
|
||||
|
||||
// 当接收到 token 时触发此方法,仅保存 token
|
||||
public void HandleTokenReceived(string receivedToken)
|
||||
{
|
||||
token = receivedToken; // 保存最新的 token
|
||||
Debug.Log("接收到新的 token: " + token);
|
||||
|
||||
// 首次调用加载初始数据
|
||||
LoadInitialData();
|
||||
}
|
||||
|
||||
// 当游戏逃亡 ID 更新时触发此方法,仅保存最新的 escapeId
|
||||
public async void HandleGameEscapeIdUpdated(int newGameEscapeId)
|
||||
{
|
||||
escapeId = newGameEscapeId; // 保存最新的 escapeId
|
||||
Debug.Log("接收到新的 GameEscapeId: " + escapeId);
|
||||
|
||||
// 在接收到 escapeId 更新时自动调用加载商城数据
|
||||
lastMallResponse = await LoadMallData();
|
||||
Debug.Log("HandleGameEscapeIdUpdated 处理的商城数据响应: " + lastMallResponse);
|
||||
|
||||
// 解析商城数据响应
|
||||
ParseMallResponse(lastMallResponse);
|
||||
}
|
||||
|
||||
// 加载初始数据,使用最新的 token
|
||||
public async void LoadInitialData()
|
||||
{
|
||||
if (string.IsNullOrEmpty(token))
|
||||
{
|
||||
Debug.LogWarning("无法加载初始数据,token 未设置。");
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用加载商城数据方法
|
||||
lastMallResponse = await LoadMallData();
|
||||
Debug.Log("初始加载的商城数据响应: " + lastMallResponse);
|
||||
|
||||
// 解析商城数据响应
|
||||
ParseMallResponse(lastMallResponse);
|
||||
}
|
||||
|
||||
// 按钮点击后触发商城数据加载操作
|
||||
public async void OnLoadMallButtonClicked()
|
||||
{
|
||||
// 检查 token 是否已正确设置
|
||||
if (string.IsNullOrEmpty(token))
|
||||
{
|
||||
Debug.LogWarning("无法加载商城数据,token 未设置。");
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用加载商城数据方法
|
||||
lastMallResponse = await LoadMallData();
|
||||
Debug.Log("用户按钮触发的商城数据加载响应: " + lastMallResponse);
|
||||
|
||||
// 解析商城数据响应
|
||||
ParseMallResponse(lastMallResponse);
|
||||
}
|
||||
|
||||
// 加载商城数据
|
||||
public async Task<string> LoadMallData()
|
||||
{
|
||||
if (string.IsNullOrEmpty(token))
|
||||
{
|
||||
Debug.LogWarning("无法加载商城数据,token 未设置。");
|
||||
return null;
|
||||
}
|
||||
|
||||
var headers = CreateHeaders();
|
||||
string body = @"{}"; // 这里可以根据需要修改请求参数
|
||||
|
||||
Debug.Log("正在加载商城数据...");
|
||||
string response = await web.SendRequest("http://121.40.42.41:8080/snail/product/page", "POST", body, headers);
|
||||
Debug.Log("商城数据响应: " + response);
|
||||
return response; // 返回响应
|
||||
}
|
||||
|
||||
// 创建请求头,使用最新的 token
|
||||
public Dictionary<string, string> CreateHeaders()
|
||||
{
|
||||
if (string.IsNullOrEmpty(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", token }
|
||||
};
|
||||
}
|
||||
|
||||
// 解析商城数据响应,并保存到全局变量
|
||||
private void ParseMallResponse(string response)
|
||||
{
|
||||
if (string.IsNullOrEmpty(response))
|
||||
{
|
||||
Debug.LogWarning("无法解析商城数据响应,响应为空。");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 使用 Newtonsoft.Json 解析响应
|
||||
MallResponse mallResponse = JsonConvert.DeserializeObject<MallResponse>(response);
|
||||
|
||||
// 将解析后的数据赋值给全局变量
|
||||
code = mallResponse.code;
|
||||
message = mallResponse.message;
|
||||
|
||||
if (mallResponse.data != null)
|
||||
{
|
||||
pageNo = mallResponse.data.pageNo;
|
||||
pageSize = mallResponse.data.pageSize;
|
||||
totalCount = mallResponse.data.totalCount;
|
||||
productList = mallResponse.data.dataList;
|
||||
|
||||
// 打印商品列表信息
|
||||
foreach (var product in productList)
|
||||
{
|
||||
Debug.Log($"商品 ID: {product.productId}, 名称: {product.name}, 价格: {product.price}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("商城数据对象为空,无法获取详细信息");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning("解析商城数据响应时出错: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// 注销监听事件,避免内存泄漏
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
|
||||
// 取消按钮的点击监听
|
||||
if (loadMallButton != null)
|
||||
{
|
||||
loadMallButton.onClick.RemoveListener(OnLoadMallButtonClicked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 商城数据响应类,用于存储解析后的响应数据
|
||||
public class MallResponse
|
||||
{
|
||||
public int code { get; set; } // 返回状态码,例如 200 表示成功
|
||||
public string message { get; set; } // 提示信息
|
||||
public MallData data { get; set; } // 商城分页信息
|
||||
}
|
||||
|
||||
// 商城分页数据类,用于存储分页详细信息
|
||||
public class MallData
|
||||
{
|
||||
public int pageNo { get; set; } // 起始页
|
||||
public int pageSize { get; set; } // 每页展示
|
||||
public int totalCount { get; set; } // 总记录数
|
||||
public List<Product> dataList { get; set; } // 商品数据列表
|
||||
}
|
||||
|
||||
// 商品类,用于存储商品的详细信息
|
||||
public class Product
|
||||
{
|
||||
public int productId { get; set; } // 商品ID
|
||||
public string name { get; set; } // 商品名称
|
||||
public string cover { get; set; } // 商品封面
|
||||
public string pic { get; set; } // 商品图片
|
||||
public float price { get; set; } // 商品价格
|
||||
}
|
||||
|
@ -43,7 +43,7 @@ public class motherFucker511 : MonoBehaviour
|
||||
};
|
||||
|
||||
// 发送请求并接收响应
|
||||
string response51 = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryLatest", "POST", "{}", head51);
|
||||
string response51 = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", "{}", head51);
|
||||
Debug.Log("5.1查询最近一场大屠杀" + response51);
|
||||
|
||||
}
|
||||
|
@ -2,7 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class query10Recird : MonoBehaviour
|
||||
public class queryRecord516 : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
|
@ -138,28 +138,45 @@ public class selectLatest511 : MonoBehaviour
|
||||
{
|
||||
public int gameEscapeId;
|
||||
public int carrySeconds;
|
||||
public string gameNo; // 游戏编号
|
||||
public int demonMode;
|
||||
public string startTime;
|
||||
public string betTime;
|
||||
public string countTime;
|
||||
public string settleTime;
|
||||
public int status;
|
||||
public string roomNoKill;
|
||||
public string roomNoRemain;
|
||||
public float beansCoinAll;
|
||||
public float beansCoinKill;
|
||||
public float beansCoinRemain;
|
||||
public float beansCoinFee;
|
||||
public float beansCoinRank;
|
||||
public float beansCoinDivide;
|
||||
|
||||
|
||||
public int escapeId; // 逃脱游戏的ID
|
||||
public int roomNo; // 房间号
|
||||
public float roomBeansCoin; // 房间中豆币数量
|
||||
|
||||
// 定义一个事件,当 gameEscapeId 被更新时触发
|
||||
public static event Action<int> OnGameEscapeIdUpdated;
|
||||
|
||||
private string token; // 用于保存收到的 token
|
||||
private string token;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 监听登录获取 token
|
||||
LoginAndGetToken.OnTokenReceived += HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated += HandleGameEscapeIdUpdated;
|
||||
}
|
||||
|
||||
void HandleTokenReceived(string token)
|
||||
async void HandleTokenReceived(string token)
|
||||
{
|
||||
this.token = token;
|
||||
Debug.Log("HandleTokenReceived监听:" + token);
|
||||
|
||||
// 一开始获取 token 时立即运行一次 LatestGame511
|
||||
LatestGame511(token).Wait();
|
||||
// 异步调用,避免阻塞主线程
|
||||
await LatestGame511(token);
|
||||
|
||||
// 然后启动协程,每30秒调用一次 LatestGame511
|
||||
StartCoroutine(GameEscapeRoutine(token));
|
||||
}
|
||||
|
||||
@ -172,67 +189,81 @@ public class selectLatest511 : MonoBehaviour
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(30f); // 每30秒暂停一次
|
||||
yield return LatestGame511(token); // 调用 LatestGame511 方法
|
||||
yield return new WaitForSeconds(1f);//=============================================================================================
|
||||
yield return LatestGame511(token);
|
||||
}
|
||||
}
|
||||
|
||||
public async Task LatestGame511(string token)
|
||||
{
|
||||
// 用来给请求头赋值
|
||||
string Authorization = token;
|
||||
|
||||
// 设置请求头
|
||||
Dictionary<string, string> head511 = new Dictionary<string, string>
|
||||
try
|
||||
{
|
||||
{ "Authorization", Authorization }
|
||||
};
|
||||
|
||||
// 发送请求并接收响应
|
||||
string response511 = await web.SendRequest("http://121.40.42.41:8080/snail/LatestGame511/queryLatest", "POST", "{}", head511);
|
||||
Debug.Log("5.1.1查询最近一场大屠杀" + response511);
|
||||
|
||||
// 解析JSON数据为 Response 对象
|
||||
Response response = JsonConvert.DeserializeObject<Response>(response511);
|
||||
|
||||
if (response != null && response.code == 200 && response.data != null)
|
||||
{
|
||||
// 保存解析后的字段
|
||||
gameEscapeId = response.data.gameEscapeModel.id;
|
||||
carrySeconds = response.data.carrySeconds;
|
||||
|
||||
// 使用其他字段
|
||||
string gameNo = response.data.gameEscapeModel.gameNo;
|
||||
float beansCoinAll = response.data.gameEscapeModel.beansCoinAll;
|
||||
|
||||
Debug.Log($"Game Escape ID: {gameEscapeId}");
|
||||
Debug.Log($"Carry Seconds: {carrySeconds}");
|
||||
Debug.Log($"Game No: {gameNo}");
|
||||
Debug.Log($"Beans Coin All: {beansCoinAll}");
|
||||
|
||||
// 如果你想要处理房间列表
|
||||
foreach (var room in response.data.gameEscapeRoomResponseVoList)
|
||||
string Authorization = token;
|
||||
Dictionary<string, string> head511 = new Dictionary<string, string>
|
||||
{
|
||||
int roomNo = room.roomNo;
|
||||
float roomBeansCoin = room.roomBeansCoin;
|
||||
Debug.Log($"Room No: {roomNo}, Room Beans Coin: {roomBeansCoin}");
|
||||
}
|
||||
{ "Authorization", Authorization }
|
||||
};
|
||||
|
||||
// 触发事件,通知所有订阅者
|
||||
OnGameEscapeIdUpdated?.Invoke(gameEscapeId);
|
||||
string response511 = await web.SendRequest("http://121.40.42.41:8080/snail/gameEscape/queryLatest", "POST", "{}", head511);
|
||||
Debug.Log("5.1.1查询最近一场大屠杀" + response511);
|
||||
|
||||
Response response = JsonConvert.DeserializeObject<Response>(response511);
|
||||
|
||||
if (response != null && response.code == 200 && response.data != null)
|
||||
{
|
||||
gameEscapeId = response.data.gameEscapeModel.id;
|
||||
carrySeconds = response.data.carrySeconds;
|
||||
gameNo = response.data.gameEscapeModel.gameNo;
|
||||
demonMode = response.data.gameEscapeModel.demonMode;
|
||||
startTime = response.data.gameEscapeModel.startTime;
|
||||
betTime = response.data.gameEscapeModel.betTime;
|
||||
countTime = response.data.gameEscapeModel.countTime;
|
||||
settleTime = response.data.gameEscapeModel.settleTime;
|
||||
status = response.data.gameEscapeModel.status;
|
||||
roomNoKill = response.data.gameEscapeModel.roomNoKill;
|
||||
roomNoRemain = response.data.gameEscapeModel.roomNoRemain;
|
||||
beansCoinAll = response.data.gameEscapeModel.beansCoinAll;
|
||||
beansCoinKill = response.data.gameEscapeModel.beansCoinKill;
|
||||
beansCoinRemain = response.data.gameEscapeModel.beansCoinRemain;
|
||||
beansCoinFee = response.data.gameEscapeModel.beansCoinFee;
|
||||
beansCoinRank = response.data.gameEscapeModel.beansCoinRank;
|
||||
beansCoinDivide = response.data.gameEscapeModel.beansCoinDivide;
|
||||
|
||||
|
||||
|
||||
|
||||
HegemonTime.instance.HadInfAndStartGame();
|
||||
|
||||
Debug.Log($"Game Escape ID: {gameEscapeId}");
|
||||
Debug.Log($"Carry Seconds: {carrySeconds}");
|
||||
Debug.Log($"Game No: {response.data.gameEscapeModel.gameNo}");
|
||||
Debug.Log($"Beans Coin All: {response.data.gameEscapeModel.beansCoinAll}");
|
||||
|
||||
foreach (var room in response.data.gameEscapeRoomResponseVoList)
|
||||
{
|
||||
Debug.Log($"Room No: {room.roomNo}, Room Beans Coin: {room.roomBeansCoin}");
|
||||
}
|
||||
|
||||
OnGameEscapeIdUpdated?.Invoke(gameEscapeId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("解析失败或响应错误");
|
||||
}
|
||||
}
|
||||
else
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError("解析失败或响应错误");
|
||||
Debug.LogError("发生异常:" + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
// 取消监听,避免内存泄漏
|
||||
LoginAndGetToken.OnTokenReceived -= HandleTokenReceived;
|
||||
selectLatest511.OnGameEscapeIdUpdated -= HandleGameEscapeIdUpdated;
|
||||
}
|
||||
|
||||
|
||||
// 数据类
|
||||
[Serializable]
|
||||
public class GameEscapeModel
|
||||
@ -279,7 +310,7 @@ public class selectLatest511 : MonoBehaviour
|
||||
public string message; // 返回信息
|
||||
public Data data; // 数据对象
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user