using UnityEngine; using UnityEngine.Networking; using System.Collections; public class HttpDemo : MonoBehaviour { void Start() { StartCoroutine(GetData()); } IEnumerator GetData() { UnityWebRequest request = UnityWebRequest.Get("http://localhost:8080/data"); yield return request.SendWebRequest(); if (request.result == UnityWebRequest.Result.Success) { // 解析接口数据 string data = request.downloadHandler.text; Debug.Log("Data: " + data); } else { Debug.LogError("Http request error: " + request.error); } } }
时间: 2024-02-14 18:35:09 浏览: 126
这段代码使用了UnityWebRequest类来发送HTTP请求并获取数据。在Start()方法中,通过调用StartCoroutine()方法来执行GetData()协程。在GetData()协程中,首先创建了一个UnityWebRequest对象,并通过Get()方法设置请求的URL。然后,使用yield return语句来等待请求的响应。在请求响应后,可以通过result属性来检查请求是否成功,并通过downloadHandler.text属性获取响应数据。如果请求失败,可以通过error属性获取失败原因。
需要注意的是,使用UnityWebRequest类需要引用UnityEngine.Networking命名空间。另外,在使用协程时需要使用yield return语句来等待异步操作的完成。
相关问题
using UnityEngine; using UnityEngine.Networking; using System.Collections; using System.Collections.Generic; using LitJson; public class Example : MonoBehaviour { public UnityEngine.UI.Text resultText; void Start() { StartCoroutine(PostRequest()); } IEnumerator PostRequest() { string url = "your_post_url_here"; string postData = "your_post_data_here"; // Send POST request UnityWebRequest request = new UnityWebRequest(url, "POST"); byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(postData); request.uploadHandler = new UploadHandlerRaw(bodyRaw); request.downloadHandler = new DownloadHandlerBuffer(); request.SetRequestHeader("Content-Type", "application/json"); yield return request.SendWebRequest(); // Parse response if (request.result == UnityWebRequest.Result.Success) { string json = request.downloadHandler.text; JsonData data = JsonMapper.ToObject(json); string result = "Return Code: " + data["returnCode"] + "\n"; result += "Return Message: " + data["returnMessage"] + "\n"; result += "Data: " + data["data"] + "\n"; resultText.text = result; } else { Debug.Log(request.error); } } }修改代码
根据你提供的代码,可能会有以下几个问题:
1. 在 `UnityWebRequest` 类的构造函数中,第一个参数应该是请求的 URL 地址,而不是字符串 `"POST"`。你需要将 `url` 变量作为第一个参数传递给构造函数。
2. 在 `UnityWebRequest` 类的构造函数中,第二个参数应该是请求的 HTTP 方法,即 `"POST"` 或 `"GET"` 等。由于你的请求是 POST 请求,因此你需要将字符串 `"POST"` 作为第二个参数传递给构造函数。
3. 在发送请求之前,你需要设置请求的超时时间。可以使用 `request.timeout` 属性来设置超时时间,单位为秒。
4. 在请求头中,你设置了 `Content-Type` 为 `"application/json"`。如果你的请求数据不是 JSON 格式,那么你需要将 `Content-Type` 设置为相应的类型,例如 `"application/x-www-form-urlencoded"`。
下面是修改后的代码:
```
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
using LitJson;
public class Example : MonoBehaviour
{
public UnityEngine.UI.Text resultText;
void Start()
{
StartCoroutine(PostRequest());
}
IEnumerator PostRequest()
{
string url = "your_post_url_here";
string postData = "your_post_data_here";
// Send POST request
UnityWebRequest request = new UnityWebRequest(url, "POST");
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(postData);
request.uploadHandler = new UploadHandlerRaw(bodyRaw);
request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
request.timeout = 10; // Set request timeout to 10 seconds
yield return request.SendWebRequest();
// Parse response
if (request.result == UnityWebRequest.Result.Success)
{
string json = request.downloadHandler.text;
JsonData data = JsonMapper.ToObject(json);
string result = "Return Code: " + data["returnCode"] + "\n";
result += "Return Message: " + data["returnMessage"] + "\n";
result += "Data: " + data["data"] + "\n";
resultText.text = result;
}
else
{
Debug.Log(request.error);
}
}
}
```
unity webgl中获得java的数据,有接口地址,请求方式为POST,请求参数为{ "metroid": 279 },返回结果为{ "returnCode": 0, "returnMessage": "调用成功", "data": [ { "doorfaultcount": 7, "doorsubhealthcount": 0, "carriageid": 1738, "carriageno": "01011", "carriagename": "HHHT01011", "doorinfolist": [ { "sort": 0, "doorid": 17414, "doorno": "222222222222222", "doorbusno": "01011", "side": "左", "pairid": null, "iskeydoor": false, "statuscode": "FAULT", "isfaultandsubhealth": null, "repaircode": "NOMAL", "exceptioncode": "NOMAL", "statusname": "故障", "faultcode": null, "faultname": null, "time": null, "updown": null, "paramvalueid1": null, "paramvalueid2": null, "paramvalueid3": null, "paramvalueid4": null, "paramvalueid5": null, "dataid": null, "doorstatus": 1 },获得返回结果中的 "carriageno"数据,将获得没每一 "carriageno"数据分配给一个按钮,总共6个按钮,unity webgl中操作步骤和完整代码怎么写
在Unity WebGL中获得Java数据,可以使用UnityWebRequest类来发送POST请求并获取响应数据。下面是操作步骤和完整代码:
1. 创建一个空的GameObject,并给它添加一个空的脚本。
2. 在脚本中添加以下代码:
```csharp
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
public class GetCarriageData : MonoBehaviour
{
private const string URL = "接口地址";
private const string POST_DATA = "{\"metroid\": 279}";
public GameObject[] buttons;
void Start()
{
StartCoroutine(GetData());
}
IEnumerator GetData()
{
UnityWebRequest request = UnityWebRequest.Post(URL, POST_DATA);
request.method = "POST";
request.SetRequestHeader("Content-Type", "application/json");
yield return request.SendWebRequest();
if (request.isNetworkError || request.isHttpError)
{
Debug.LogError(request.error);
}
else
{
string result = request.downloadHandler.text;
Debug.Log(result);
CarriageData carriageData = JsonUtility.FromJson<CarriageData>(result);
for (int i = 0; i < buttons.Length; i++)
{
buttons[i].GetComponentInChildren<UnityEngine.UI.Text>().text = carriageData.data[i].carriageno;
}
}
}
}
[System.Serializable]
public class DoorInfo
{
public int sort;
public int doorid;
public string doorno;
public string doorbusno;
public string side;
public object pairid;
public bool iskeydoor;
public string statuscode;
public object isfaultandsubhealth;
public string repaircode;
public string exceptioncode;
public string statusname;
public object faultcode;
public object faultname;
public object time;
public object updown;
public object paramvalueid1;
public object paramvalueid2;
public object paramvalueid3;
public object paramvalueid4;
public object paramvalueid5;
public object dataid;
public int doorstatus;
}
[System.Serializable]
public class CarriageData
{
public int returnCode;
public string returnMessage;
public List<DoorInfo> data;
}
```
3. 将上面的代码复制到脚本中,并将接口地址替换为实际的地址。在脚本中定义一个GameObject数组,存储6个按钮。在Start方法中调用GetData协程。
4. 在GetData协程中,使用UnityWebRequest发送POST请求,并等待响应。如果请求发生网络错误或HTTP错误,则打印错误信息。否则,从响应中获取字符串数据,并使用JsonUtility将其转换为CarriageData对象。然后,将每个"carriageno"数据分配给一个按钮。
5. 将脚本挂载到空的GameObject上,并将6个按钮分别拖到buttons数组中。
这样就完成了在Unity WebGL中获得Java数据并将其分配给6个按钮的操作。
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