API请求后端参数(Unity)

今年还没下雪,来北京好几年了,还是没去看过红砖白雪,也没去过长城。

流程就是这么个流程,不难

关键是代码块往哪里放,怎么放,这样写对效率有没有影响

第一遍请求未结束,又开始第二遍了,怎么处理?

你就说闹心不

dog太阳的!!!

注意控制请求频次和后端返回的参数个数;

特别时后端返回的数据,别一脑子把整个数据库打包返回

注意请求数据的时机,根据项目需求自己掂量吧

和别人没什么不同

唯一优点

url封装请求,Json数据赋值给对象,结构清晰,低耦合

前面两个为流程截取代码,第3个为json请求解析代码页

1、请求后端json集合

 DataService.Instance.GetRobotStateInfoPos(robotEntity.Id, (robotState) =>
  {
    Debug.Log(“数据回调处理”);
    //取集合中的某个元素
    RobotStateInfo data = robotState.Find(a => a.Id_Robot.Equals(robotEntity.Id) );  
  });

public void GetRobotStateInfoPos(int id_Robot, GetFinish<RobotStateInfo> finishOp = null, GetNotFinish notFishshOp = null)
{
//拼接url地址,可凭url地址直接获取返回值
string url =  拼接url地址

GetDataControl<RobotStateInfo> dataControl = GetDataControl(finishOp, notFishshOp);

StartCoroutine(dataControl.GetData(url));
}

public IEnumerator GetData(string url)
{
    UnityWebRequest request = UnityWebRequest.Get(url);
    request.downloadHandler = new DownloadHandlerBuffer();
    request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
    yield return request.SendWebRequest();
    GetResult(request);
}

//解析后端返回的json集合
private void GetResult(UnityWebRequest request)
{
   if (request.isNetworkError || request.isHttpError)
   {
      notFishshOp?.Invoke();
   }
   else
   {
      BaseResult<List<T>> result = JsonConvert.DeserializeObject<BaseResult<List<T>>>        
      (request.downloadHandler.text);
      if (result.Code.Equals(0))
          finishOp?.Invoke(result.Content);
       else
          notFishshOp?.Invoke();
    }     
}

//json集合中单个字符串的接收
   public class PlayerStateInfo
    {
        [SugarColumn(IsPrimaryKey = true, IsIdentity = true)]
        public int Id { get; set; }
        public int Id_Robot { get;  set; }

        public string Pos_X { get; set; }

        public string Pos_Y { get; set; }
    }
 

2、请求后端单个json字符串

 DataService.Instance.GetRobotOnlineState(robotEntity.Id, (robot) =>
{ 
    //回调信息处理

});

public void GetRobotOnlineState(int id_Robot, GetSingleFinish<RobotEntity> finishOp = null, GetNotFinish notFishshOp = null)
{
  string url = 拼接url地址
  GetData_Single(url, id_Robot, finishOp, notFishshOp);
}

private void GetData_Single<T>(string url, int id, GetSingleFinish<T> finishOp = null, GetNotFinish notFishshOp = null)
{
  GetDataControl<T> dataControl = GetSingleDataControl(finishOp, notFishshOp);
  StartCoroutine(dataControl.GetSingleData(url, id));
}

public IEnumerator GetSingleData(string url, int id)
{
        UnityWebRequest request = UnityWebRequest.Get(url + id);
        request.downloadHandler = new DownloadHandlerBuffer();
        request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
        yield return request.SendWebRequest();
        GetSingleResult(request);
}

private void GetSingleResult(UnityWebRequest request)
{
   if (!request.isNetworkError && !request.isHttpError)
   {
            BaseResult<T> result = JsonConvert.DeserializeObject<BaseResult<T>>            
              (request.downloadHandler.text);
            if (result.Code.Equals(0))
                finishSingleOp?.Invoke(result.Content);
            else
                notFishshOp?.Invoke();
    }
    else
    {
        notFishshOp?.Invoke();
    }
}

  
   public class GamePlayerEntity
    {
        [SugarColumn(IsPrimaryKey = true, IsIdentity = true)]
        public int Id { get; set; }
        public string Code { get; set; }
        public string Type { get; set; }
        public string Name { get; set; }
         
        
    }
 

 3、请求后端解析json代码页

using BestHTTP;
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using UnityEngine.Networking;
using static DataService;

class GetDataControl<T>
{
    public GetFinish<T> finishOp;
    public GetSingleFinish<T> finishSingleOp;
    public GetNotFinish notFishshOp;

    public IEnumerator GetData(string url)
    {
        UnityWebRequest request = UnityWebRequest.Get(url);
        request.downloadHandler = new DownloadHandlerBuffer();
        request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
        yield return request.SendWebRequest();
        GetResult(request);
    }
    /// <summary>
    /// 根据url地址,获取单个数据
    /// </summary>
    /// <param name="url"></param>
    /// <returns></returns>
    public IEnumerator GetSingleData(string url)
    {
        Debug.Print("URL:     " + url);
        UnityWebRequest request = UnityWebRequest.Get(url);
        request.downloadHandler = new DownloadHandlerBuffer();
        request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
        yield return request.SendWebRequest();
        GetSingleResult(request);
    }
    /// <summary>
    /// 根据url地址,id,获取单个数据
    /// </summary>
    /// <param name="url"></param>
    /// <param name="id"></param>
    /// <returns></returns>
    public IEnumerator GetSingleData(string url, int id)
    {
        UnityWebRequest request = UnityWebRequest.Get(url + id);
        request.downloadHandler = new DownloadHandlerBuffer();
        request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
        yield return request.SendWebRequest();
        GetSingleResult(request);
    }
    private void GetResult(UnityWebRequest request)
    {
        if (request.isNetworkError || request.isHttpError)
        {
            notFishshOp?.Invoke();
        }
        else
        {
            BaseResult<List<T>> result = JsonConvert.DeserializeObject<BaseResult<List<T>>>(request.downloadHandler.text);
            if (result.Code.Equals(0))
                finishOp?.Invoke(result.Content);
            else
                notFishshOp?.Invoke();
        }
    }
    private void GetSingleResult(UnityWebRequest request)
    {
        if (!request.isNetworkError && !request.isHttpError)
        {
            BaseResult<T> result = JsonConvert.DeserializeObject<BaseResult<T>>(request.downloadHandler.text);
            if (result.Code.Equals(0))
                finishSingleOp?.Invoke(result.Content);
            else
                notFishshOp?.Invoke();
        }
        else
        {
            notFishshOp?.Invoke();
        }
    }
}

按照惯例,养个眼:

  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
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