unity使用http

post发送
using System.Collections;
using UnityEngine;
using System;
using UnityEngine.UI;
using BestHTTP;
using System.Collections.Generic;

public class BindingNumber : MonoBehaviour
{
public Button SendMsg, QuitApp;
public string deviceid;
string url = “”;
void Start()
{
deviceid = SystemInfo.deviceUniqueIdentifier.ToString();
SendMsg.onClick.AddListener(() => equipment(deviceid));
QuitApp.onClick.AddListener(() => OnClcikQuit());
StartCoroutine(UpdataBattery());
}

// Update is called once per frame

public void equipment(string deviceId, string uuid=null,string ua=null,string ip=null,string nettype=null,string sdk=null,string brand=null,string device=null, string height = null, string width = null
    , string channel = null, string imei = null, string imsi = null, string dicsn = null, string clientsn = null)
{
    HTTPRequest req = new HTTPRequest(new Uri(url), HTTPMethods.Post);
    req.Callback += OnMessage;
    req.AddHeader("Content-Type", "application/json");
    Dictionary<string, string> param = new Dictionary<string, string>();
    param["deviceId"] = deviceId;
    string ps = Newtonsoft.Json.JsonConvert.SerializeObject(param);
    req.RawData = System.Text.Encoding.UTF8.GetBytes(ps);
    req.Send();
}

public void OnMessage(HTTPRequest reqa, HTTPResponse respon)
{
    if (respon == null)
    {
        Debug.Log("地址: "+reqa.Uri);
    }
    else
    {
        if (respon.IsSuccess && respon.StatusCode == 200)
        {
            Debug.Log("success:" + reqa.Uri);
            Debug.Log("response:" + respon.DataAsText);
        }
        else
        {
            Debug.Log("failure:" + respon.StatusCode);
            Debug.Log("url:" + reqa.Uri);
            Debug.Log("response:" + respon.Message);
        }
    }
}

IEnumerator UpdataBattery()
{
    while (true)
    {
        Debug.Log("当前设备ID: " + deviceid);
        yield return new WaitForSeconds(10f);
    }
}
public void OnClcikQuit()
{

#if UNITY_EDITOR //如果是在编辑器环境下
UnityEditor.EditorApplication.isPlaying = false;
#else//在打包出来的环境下
Application.Quit();
#endif
}
}

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 2
    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 2
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