调到倒计时,一些接口脚本

This commit is contained in:
GL 2024-11-15 12:09:52 +08:00
parent 1e4ce0f639
commit 4c85b4fd5d
22 changed files with 912 additions and 344 deletions

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@ -16,6 +16,7 @@ public class BossContro : MonoBehaviour
public int HouseId;//房间编号
public Transform BoosHouse;//boos房间
public AllHouseContro allHouseContro;
// Start is called before the first frame update
void Start()
{
@ -76,9 +77,10 @@ public class BossContro : MonoBehaviour
break;
}
//MoveParent();
Tools.MoveUpOrDwon(transform.parent.GetComponent<HouseBtn>().door, 270, () => {
BossAni.SetInteger("State", 1); // 动画转为移动
BossAni.SetInteger("State", 1); // 动画转为移动
GetComponent<PlayerMove>().StartMove(); // 开始移动
});
//Tools.MoveUpOrDwon(transform.parent.GetComponent<HouseBtn>().door, 270, () => {
//});
}
}

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@ -26,7 +26,7 @@ public class FailPanel : BasePanel
{
base.HidePanel();
PlayerMovePos.instance.IsReturn = true;
BossContro.instance.ReturnParent();
//BossContro.instance.ReturnParent();
MaskContro.instance.SetMask(false);
//都返回原来的位置
}

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@ -15,8 +15,8 @@ public class HegemonTime : MonoBehaviour
void Start()
{
instance = this;
timeNum = 10;
StartCoroutine(StartGame());
//StartCoroutine(StartGame());
}
@ -34,9 +34,9 @@ public class HegemonTime : MonoBehaviour
timeText.text = (timeNum-carrySeconds).ToString(); // 显示整数秒数
yield return new WaitForSeconds(1f); // 等待1秒
timeNum -= 1;
//timeNum -= 1;
if (timeNum==5)
if (timeNum==20)
{
allHouseContro.ControAllDoorClose();
MaskContro.instance.SetMask(true);
@ -46,7 +46,11 @@ public class HegemonTime : MonoBehaviour
Debug.Log("Boos来了");
BossContro.instance.BossMove();
timeNum = 10;
//timeNum = 60;
}
public void HadInfAndStartGame()//启动倒计时
{
timeNum=60-InfoObject.GetComponent<selectLatest511>().carrySeconds;
StartCoroutine(StartGame());
}
}

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@ -23,6 +23,7 @@ public class MoneyAnimation : MonoBehaviour
public void PlayCoinAnimation()
{
coins.Clear();
int completedCount = 0; // 记录已经完成动画的金币数量
// 确保目标点数组有至少 1 个元素
@ -84,22 +85,25 @@ public class MoneyAnimation : MonoBehaviour
Random.Range(-randomTargetRadius, randomTargetRadius),
0);
// 使用 DOTween 移动金币到随机的目标点附近
coin.transform.DOMove(randomTargetPosition, moveDuration)
.SetDelay(delay) // 只有延迟,但不需要等前一个金币完成
.SetEase(Ease.InOutQuad) // 设置缓动类型
.OnComplete(() =>
{
completedCount++;
Destroy(coin); // 动画完成后销毁金币
// 当所有金币都完成动画时,执行其他操作
if (completedCount == coinCount)
if (coin != null)
{
// 使用 DOTween 移动金币到随机的目标点附近
coin.transform.DOMove(randomTargetPosition, moveDuration)
.SetDelay(delay) // 只有延迟,但不需要等前一个金币完成
.SetEase(Ease.InOutQuad) // 设置缓动类型
.OnComplete(() =>
{
// 在所有金币完成后执行你需要的操作,比如:
// BettingBtn.instance.GiveMoney();
}
});
completedCount++;
Destroy(coin); // 动画完成后销毁金币
// 当所有金币都完成动画时,执行其他操作
if (completedCount == coinCount)
{
// 在所有金币完成后执行你需要的操作,比如:
// BettingBtn.instance.GiveMoney();
}
});
}
}
}
}

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RoomInfo : MonoBehaviour
{
public static RoomInfo instance;
public HouseBtn HousePur;
public HouseBtn HouseLan;
public HouseBtn HouseQin;
public HouseBtn HouseLu;
public HouseBtn HouseHuang;
public HouseBtn HouseFen;
// Start is called before the first frame update
void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,110 +0,0 @@
using JetBrains.Annotations;
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
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
}

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@ -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
}

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@ -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

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@ -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

View File

@ -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($"查询用户信息成功!用户 ID: {userId}, 用户名: {userName}, 昵称: {nickName}, 性别: {(gender == 1 ? "" : "")}, 蜗壳: {voluteCoin}, 蜗蛋: {beansCoin}, 灵液: {ichorCoin}, 靓号: {cuteNo}");
}
else
{
Debug.LogWarning("数据对象为空,无法获取用户详细信息");
}
Debug.Log($"查询用户信息成功!用户 ID: {userId}, 用户名: {userName}, 昵称: {nickName}, 性别: {(gender == 1 ? "" : "")}, " +
$"蜗壳: {voluteCoin}, 蜗蛋: {beansCoin}, 灵液: {ichorCoin}, 靓号: {cuteNo}");
}
else
{
Debug.LogWarning($"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
}

View File

@ -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
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3cdc7291c1f2c68489b960c1d53cbac6
guid: 3e317c8c24b13004bb49858be0928128
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -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
}

View File

@ -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
}

View File

@ -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);
}

View File

@ -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()

View File

@ -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
}
}