前言
项目需要接入一个文本过滤功能,客户端这边需要接入一下WebApi,就了解了一下。Unity发起Post请求还是很方便的。一般复杂的数据可以使用json格式
一、使用步骤
设置一下Post的类型
public enum PostType
{
Post_Content,//数据内容单一,就一个字符串
Post_Message,//Json格式的字符串
Get,
}
设置一下ContentType
public enum ContentType
{
application_or_json__patch_add_json, //application/json-patch+json
application_or_json, //application/json
text_or_json, //text/json
multipart_or_from__data, //text/json
}
public static string GetContentType(ContentType contentType)
{
switch (contentType)
{
case ContentType.application_or_json__patch_add_json:
return "application/json-patch+json";
case ContentType.application_or_json:
return "application/json";
case ContentType.text_or_json:
return "text/json";
case ContentType.multipart_or_from__data:
return "multipart/from_data";
default:
break;
}
return string.Empty;
}
这个函数的作用是给外部的一个接口,进行链接拼接等工作,通过这里开启协程。
注意:协程需要继承Mono类
public void Post(PostType postType,string message, int timeOut,ContentType contentType,bool isNames,int ChatID=0,Action<int, string, string> OnFailCallBack=null,Action<string> OnSuccessCallBack=null )
{
string url = WebApiHelper.GetConcatUrl(postType, isNames);
string str_contentType = WebApiHelper.GetContentType(contentType);
GlobalGame.Instance.StartCoroutineEx(SendRequest(url, message, timeOut, str_contentType, isNames, OnFailCallBack, OnSuccessCallBack));
}
接下来是正式发起请求,注意这里要用到Json,看不懂可以先看下关于LitJson的文章
/// <summary>
/// 发送url
/// </summary>
/// <param name="url"></param>
/// <param name="message"></param>
/// <param name="timeOut"></param>
/// <param name="contentType"></param>
/// <param name="OnSuccessCallBack">成功回调:是否成功,替换文本,返回的整体字符串</param>
/// <param name="OnFailCallBack">失败回调:错误文本</param>
/// <returns></returns>
IEnumerator SendRequest(string url, string message, int timeOut, string contentType,bool isNames, Action<int,string,string> OnSuccessCallBack, Action<string> OnFailCallBack)
{
TRACE.TraceLn(url);
TRACE.TraceLn(message);
UnityWebRequest request = UnityWebRequest.Post(url, UnityWebRequest.kHttpVerbPOST);
request.uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(message));
request.timeout = timeOut;
request.SetRequestHeader("Content-Type", contentType);
request.SetRequestHeader("AuthToken", WebApiHelper.authToken);
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError || request.result == UnityWebRequest.Result.ProtocolError)
{
OnFailCallBack?.Invoke(request.error);
}
else
{
var jsonData = JsonMapper.ToObject<ResponseBody>(request.downloadHandler.text);
if (jsonData != null)
{
var jsonData_result = jsonData.result;
int action = (jsonData.result.action == 2) || (isNames == true && jsonData.result.action == 1) ? 0 : 1;
OnSuccessCallBack?.Invoke(action, jsonData_result.replacedMsg ,request.downloadHandler.text);
}
else
{
OnFailCallBack?.Invoke("Json解析失败");
}
}
request.Dispose();
}
二、Unity与服务器通信方式有哪些?
贴一下别人写的:
http://t.csdn.cn/gSvWU
总结
说实话还是经验太少,刚开始接到需求的时候一脸懵逼,看着公司给的接入文档,看都看不懂,了解了之后就发现还是很好接入的。