建立一个Unity的webgL项目并和服务器建立http通信,使用besthttp和UniTask不断异步向服务器发送请求并异步接收服务器发来的的数据并用NewJson反序列化并由此控制物体的位置,颜色的完整代码
时间: 2024-12-16 21:28:11 浏览: 41
在Unity中创建WebGL项目并与服务器通过HTTP通信通常涉及到几个关键步骤,包括初始化WebSocket连接、发送和接收数据以及处理JSON解析。下面是一个简化的示例,展示了如何使用BestHTTP库处理HTTP请求和UniTask进行异步操作:
首先,确保安装了BestHTTP和UniTask插件:
```bash
npm install best-http unity-webgl-compat unityWebRequest json.net
```
然后,在Unity脚本中编写如下代码:
```csharp
using UnityEngine;
using UnityEngine.Networking;
using BestHTTP;
using Newtonsoft.Json;
public class ServerCommunication : MonoBehaviour
{
private string apiUrl = "https://your-api-url.com";
private UniTaskCompletionSource<ServerResponse> responseCompletionSource; // 用于异步响应
public GameObject targetObject;
public Material colorMaterial;
void Start()
{
// 初始化WebSocket连接
var httpClient = new HttpClient(apiUrl);
responseCompletionSource = new UniTaskCompletionSource<ServerResponse>();
// 异步发送请求
StartCoroutine(SendDataAsync());
}
IEnumerator SendDataAsync()
{
var request = httpClient.Post("path/to/send", null); // 替换为实际路径
request.OnCompleted = async (response) =>
{
if (response.IsSuccess)
{
try
{
// 解析JSON数据
var data = JsonConvert.DeserializeObject<ServerData>(await response.Content.ReadAsStringAsync());
ProcessData(data);
}
catch (Exception e)
{
Debug.LogError("Error parsing JSON: " + e.Message);
}
}
else
{
Debug.LogError("Failed to send request: " + response.StatusCode);
}
responseCompletionSource.TrySetResult(response); // 设置结果
};
yield return request.Send();
}
void ProcessData(ServerData serverData)
{
// 根据接收到的数据更新目标对象和材质颜色
targetObject.transform.position = serverData.NewPosition;
colorMaterial.color = serverData.NewColor;
}
// 接收外部事件来触发请求发送
public void TriggerRequest()
{
if (!responseCompletionSource.Task.IsCompleted)
{
Debug.Log("Request already in progress");
return;
}
StartCoroutine(SendDataAsync()); // 可能需要取消之前的请求,这里简化了
}
[Serializable]
private class ServerData
{
public Vector3 newPosition;
public Color newColor;
}
//
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