Unity通过UnityWebRequest进行Http链接


前言

最近需要用Unity做一款链接HTTP服务器的游戏,因此对自己所做的东西进行记录,方便自己以后观看


一、Get和Post请求

IEnumerator Get(string _url)
    {
        UnityWebRequest request = UnityWebRequest.Get(_url);
        yield return request.SendWebRequest();
        if (request.isHttpError || request.isNetworkError)
        {
            Debug.LogError(request.error);
        }
        else
        {
            string result = request.downloadHandler.text;
            Debug.Log(result);
        }
    }
 IEnumerator UnityWebRequestPost(string _url, string _json)
    {
        byte[] bytes = Encoding.UTF8.GetBytes(_json);
        UnityWebRequest request = new UnityWebRequest(_url, UnityWebRequest.kHttpVerbPOST)
        {
            uploadHandler = new UploadHandlerRaw(bytes),
            downloadHandler = new DownloadHandlerBuffer()
        };
        yield return request.SendWebRequest();
        if (request.isHttpError || request.isNetworkError)
        {
            Debug.LogError(request.error);
        }
        else
        {
            string callstr = request.downloadHandler.text;
            Debug.Log(callstr);
        }
    }

二、设置头文件的Get请求和Post请求

 IEnumerator WebRequestGetHeader(string _url,Dictionary<string, string> HeadDic)
    {
        UnityWebRequest request = UnityWebRequest.Get(_url);

        //设置头文件 及 token值
        foreach(var head in HeadDic)
        {
            request.SetRequestHeader(head.Key, head.Value);
        }

        yield return request.SendWebRequest();
        if (request.isHttpError || request.isNetworkError)
        {
            Debug.LogError(request.error);
        }
        else
        {
            string result = request.downloadHandler.text;
            Debug.Log(result);
        }
    }
 IEnumerator UnityWebRequestPost(string _url, string _json,Dictionary<string, string> HeadDic)
    {
        byte[] bytes = Encoding.UTF8.GetBytes(_json);
        UnityWebRequest request = new UnityWebRequest(_url, UnityWebRequest.kHttpVerbPOST)
        {
            uploadHandler = new UploadHandlerRaw(bytes),
            downloadHandler = new DownloadHandlerBuffer()
        };

        foreach (var head in HeadDic)
        {
            request.SetRequestHeader(head.Key, head.Value);
        }

        yield return request.SendWebRequest();
        if (request.isHttpError || request.isNetworkError)
        {
            Debug.LogError(request.error);
        }
        else
        {
            string callstr = request.downloadHandler.text;
            Debug.Log(callstr);
        }
    }

三、数据转换

数据类型转Json以及Json转对应数据类型数据

 public string WirteToObject<T>(T frame1)
    {
        var deserializedUser = JsonUtility.ToJson(frame1);
        return deserializedUser;
    }
 public T ReadToObject<T>(string json) where T : class,new()
    {
        T deserializedUser = new T();
        deserializedUser = (T)JsonUtility.FromJson(json, deserializedUser.GetType());
        return deserializedUser;
    }

总结

感谢观看

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值