unity3d与web api交互

unity3D与web api交互最大的用处,除了下载各种资源以外,大概就是可以记录一些简单的数据。如果只是做个简单的打飞机的游戏,想记录下最高成绩的话,用web api足够了,而且,web的资源丰富,改起来快。


unity3D访问web api关键点就以下2处

1、UnityWebRequest:这个方法包含了所有的内容,替代就的WWW的那个类。

2、如果存在登录,需要在登录以后将传回来的Set-Cookie存下来,下次请求的时候包含在头部用Cookie发出去。


这个项目已经传到了github,地址:https://github.com/wuyt/RCSelesia

另外,写了这个测试用的web api,asp.net core写的,地址:https://github.com/wuyt/RCOhanashi


另外,因为对跨站攻击的有些内容不很熟悉,所以,没有考虑跨站攻击的问题。


直接上代码

using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

public class WebApi : MonoBehaviour
{

    string cookie;

    public InputField inputRegisterEmail;
    public InputField inputRegisterPassword;

    public InputField inputLoginEmail;
    public InputField inputLoginPassword;

    public InputField inputGetID;

    public InputField inputPostName;
    public InputField inputPostNumber;

    public InputField inputPutID;
    public InputField inputPutName;
    public InputField inputPutNumber;

    public InputField inputDeleteID;

    // Use this for initialization
    void Start()
    {
        cookie = "";
    }

    public void Register()
    {
        StartCoroutine(IERegister());
    }

    IEnumerator IERegister()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/account/register";
            www.method = UnityWebRequest.kHttpVerbPOST;

            www.SetRequestHeader("Cookie", cookie);

            byte[] bodyRaw = Encoding.UTF8.GetBytes("{\"Email\": \"" + inputRegisterEmail.text + "\",\"password\": \"" + inputRegisterPassword.text + "\",\"ConfirmPassword\": \"" + inputRegisterPassword.text + "\"}");
            www.uploadHandler = new UploadHandlerRaw(bodyRaw);
            www.SetRequestHeader("Content-Type", "application/json");

            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void Login()
    {
        StartCoroutine(IELogin());
    }

    IEnumerator IELogin()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/account/login";
            www.method = UnityWebRequest.kHttpVerbPOST;

            www.SetRequestHeader("Cookie", cookie);

            byte[] bodyRaw = Encoding.UTF8.GetBytes("{\"Email\": \"" + inputLoginEmail.text + "\",\"password\": \"" + inputLoginPassword.text + "\",\"remeberme\": false }");
            www.uploadHandler = new UploadHandlerRaw(bodyRaw);
            www.SetRequestHeader("Content-Type", "application/json");
            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                cookie = www.GetResponseHeader("Set-Cookie");
                Debug.Log(cookie);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void LoginOut()
    {
        StartCoroutine(IELoginOut());
    }

    IEnumerator IELoginOut()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/account/loginOut";
            www.method = UnityWebRequest.kHttpVerbGET;

            www.SetRequestHeader("Cookie", cookie);

            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                cookie = www.GetResponseHeader("Set-Cookie");
                Debug.Log(cookie);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void AllAnimes()
    {
        StartCoroutine(IEAllAnimes());
    }

    IEnumerator IEAllAnimes()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/Animes";
            www.method = UnityWebRequest.kHttpVerbGET;

            www.SetRequestHeader("Cookie", cookie);

            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void Anime()
    {
        StartCoroutine(IEAnime());
    }

    IEnumerator IEAnime()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/Animes/" + inputGetID.text;
            www.method = UnityWebRequest.kHttpVerbGET;

            www.SetRequestHeader("Cookie", cookie);

            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);


                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void PostAnime()
    {
        StartCoroutine(IEPostAnime());
    }

    IEnumerator IEPostAnime()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/animes";
            www.method = UnityWebRequest.kHttpVerbPOST;

            www.SetRequestHeader("Cookie", cookie);

            byte[] bodyRaw = Encoding.UTF8.GetBytes("{\"Name\": \"" + inputPostName.text + "\",\"Number\": \"" + inputPostNumber.text + "\",\"DateTime\": \"2011 - 08 - 01T00: 00:00\",\"IndexShow\":false}");
            www.uploadHandler = new UploadHandlerRaw(bodyRaw);
            www.SetRequestHeader("Content-Type", "application/json");
            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void PutAnime()
    {
        StartCoroutine(IEPutAnime());
    }

    IEnumerator IEPutAnime()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/animes/" + inputPutID.text;
            www.method = UnityWebRequest.kHttpVerbPUT;

            www.SetRequestHeader("Cookie", cookie);

            byte[] bodyRaw = Encoding.UTF8.GetBytes("{\"ID\":" + inputPutID.text + ",\"Name\": \"" + inputPutName.text + "\",\"Number\": \"" + inputPutNumber.text + "\",\"DateTime\": \"2011 - 08 - 01T00: 00:00\",\"IndexShow\":false}");
            www.uploadHandler = new UploadHandlerRaw(bodyRaw);
            www.SetRequestHeader("Content-Type", "application/json");
            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);

                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }

    public void DeleteAnime()
    {
        StartCoroutine(IEDeleteAnime());
    }

    IEnumerator IEDeleteAnime()
    {
        using (UnityWebRequest www = new UnityWebRequest())
        {
            www.url = "http://localhost:2572/api/Animes/" + inputDeleteID.text;
            www.method = UnityWebRequest.kHttpVerbDELETE;

            www.SetRequestHeader("Cookie", cookie);

            www.downloadHandler = new DownloadHandlerBuffer();

            yield return www.SendWebRequest();

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                // Show results as text
                Debug.Log(www.downloadHandler.text);


                // Or retrieve results as binary data
                //byte[] results = www.downloadHandler.data;
            }
        }
    }
}


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Unity是一款强大的跨平台游戏引擎,而Unity WebGL则是Unity的一个特性,它可以将Unity制作的游戏以Web方式发布。 在Unity中,我们可以借助WebGL技术来获取Web信息。具体而言,可以通过以下几种方式来实现: 1. HttpRequest:Unity中提供了HttpRequest类来进行网络请求。我们可以使用它来发送请求并获取Web服务器返回的数据。例如,我们可以通过发送GET请求来获取特定URL的内容,或者发送POST请求将一些数据发送给Web服务器。 2. WebSocket:Unity中也提供了WebSocket类,它可以与Web服务器进行全双工的通信。我们可以通过WebSocket与Web服务器建立连接,并通过发送和接收消息来获取Web信息。WebSocket可以实时获取服务器的更新数据,并将其用于游戏中的相关逻辑。 3. WebAPI:Unity中还提供了WebGL的部分WebAPI,我们可以使用这些API来获取一些浏览器相关的信息。比如,可以获取浏览器版本、屏幕分辨率、设备类型等信息。这些信息可以有助于游戏的适配和优化。 在使用Unity WebGL获取Web信息时,需要注意以下几点: 1. 安全性:由于WebGL涉及与Web服务器的通信,因此需要保证通信过程的安全性。可以通过使用加密通信、验证服务器证书等方法来确保数据的安全传输。 2. 跨域问题:由于浏览器的安全策略限制,WebGL无法直接访问其他域下的资源。因此,如果需要跨域获取Web信息,需要服务器进行一定的配置来支持跨域访问。 综上所述,Unity WebGL可以通过HttpRequest、WebSocket等方式获取Web信息,同时还可以使用WebAPI来获取浏览器相关的信息。在使用时,需要确保数据的安全性,并处理好跨域访问的问题。
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