ItemUseWebCommController.cs 2.2 KB

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  1. using Newtonsoft.Json;
  2. using NUnit.Framework;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using UnityEngine;
  7. using UnityEngine.SceneManagement;
  8. /* 本代码主要是因为Unity限制Monobehavior不能new()。
  9. * 因此在本类中监控ItemUseController._itemUseId 一旦不是null就触发网络通讯
  10. * 本代码用于Home场景,挂载在Player组件下
  11. */
  12. public class ItemUseWebCommController : MonoBehaviour
  13. {
  14. // Start is called once before the first execution of Update after the MonoBehaviour is created
  15. //void Start()
  16. //{
  17. //}
  18. // Update is called once per frame
  19. void Update()
  20. {
  21. if (ItemUseController._homeUseItemId != null)
  22. {
  23. HomeSceneItemUsePost(ItemUseController._homeUseItemId);
  24. ItemUseController._homeUseItemId = null;
  25. }
  26. }
  27. // Post道具使用时网络通讯
  28. void HomeSceneItemUsePost(string itemId)
  29. {
  30. Debug.Log("Item use Post request");
  31. List<string> dogsList = new List<string>();
  32. foreach (var dog in UserProperty.dogs)
  33. {
  34. dogsList.Add(dog.d_id);
  35. }
  36. string dogsJson = JsonConvert.SerializeObject(dogsList);
  37. // 提交POST
  38. string url = "/api/item/use/";
  39. WWWForm form = new();
  40. form.AddField("user_id", UserProperty.userId);
  41. form.AddField("item_id", itemId);
  42. form.AddField("dog_list", dogsJson);
  43. StartCoroutine(WebController.PostRequest(url, form, callback: ItemUseCallback));
  44. }
  45. // Post道具使用网络通讯后Callback
  46. void ItemUseCallback(string json)
  47. {
  48. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  49. if (data != null && data["status"].ToString() == "success")
  50. {
  51. // 刷新用户数据
  52. var userInfoJson = data["user_info"].ToString();
  53. UserProperty.RefreshUserInfo(userInfoJson);
  54. string dogJson = data["dogs"].ToString();
  55. UserProperty.RefreshDogInfo(dogJson);
  56. // 刷新道具数据
  57. var itemsJson = data["props"].ToString();
  58. UserProperty.RefreshUserItems(itemsJson);
  59. }
  60. else
  61. {
  62. Debug.Log(data["message"]);
  63. }
  64. }
  65. }