NG_/Assets/Scripts/Data/Controller/AssetListController.cs

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C#
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2024-12-13 19:40:05 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
// 资产数据
public class AssetListController : MonoBehaviour,HttpController
{
public Transform dataView; // 显示对象
private HttpRequestHandler httpRequestHandler;
private int index = 0; // 数据下标
private List<AssetData> assetDatas;
private List<AssetData> lastDatas; // 上一次的数据源
private string httpUrl=HttpRequestHandler.httpIp+"/system/asset/listAssetApi";
private string encryptText; // 加密文本
private bool firstLoad = true;
void OnEnable()
{
firstLoad = true;
httpRequestHandler = gameObject.AddComponent<HttpRequestHandler>();
encryptText = AESHelper.Encrypt("/system/asset/listAssetApi");
StartCoroutine(UpdateDataSource());
}
public IEnumerator UpdateDataSource()
{
while (true)
{
// 发起一个 POST 请求
string jsonData = "{\"encryptText\":\"" + encryptText + "\"}";
StartCoroutine(httpRequestHandler.PostRequest(httpUrl, jsonData, OnPostSuccess, OnError));
yield return new WaitForSeconds(4f);
}
}
// POST 请求成功回调
private void OnPostSuccess(string response)
{
Debug.Log("POST Success 资产列表: " + DateTime.Now);
ReturnInfo<List<AssetData>> returnInfo = JsonUtility.FromJson<ReturnInfo<List<AssetData>>>(response);
assetDatas = returnInfo.data;
if (firstLoad)
{
firstLoad = false;
UpdateDataView();
}
}
// 请求失败的回调
private void OnError(string error)
{
Debug.LogError("Request Error: " + error);
}
// 更新填充数据
private void UpdateDataView()
{
int count = assetDatas.Count;
print("资产数量:"+count);
for (int i=0;i < dataView.childCount; i++)
{
// (index+i)%userDatas.Count()
// 当轮播图轮动多少次时列表的第一个数据就应该是数据源里的第多少个用i递增过去当超出数据源数量时使用%将多余的拿出去以获得正确的下标
// 序列号
dataView.GetChild(i).GetChild(0).GetChild(0).GetComponent<TextMeshProUGUI>().text =
assetDatas[(index+i)%count].serialNumber == "" ? "无":assetDatas[(index+i)%count].serialNumber;
// 资产名
dataView.GetChild(i).GetChild(0).GetChild(1).GetComponent<TextMeshProUGUI>().text =
assetDatas[(index+i)%count].name == "" ? "无":assetDatas[(index+i)%count].name;
// 所属岗位
dataView.GetChild(i).GetChild(0).GetChild(2).GetComponent<TextMeshProUGUI>().text =
assetDatas[(index+i)%count].assetType == "" ? "无":assetDatas[(index+i)%count].assetType;
}
}
// 更新下标
public void UpdateIndex()
{
// 轮播图每次轮动下标增加,下标达到数据源数量最大值时清零
if (assetDatas == null)
{
return;
}
if (index<assetDatas.Count-1)
{
index++;
}
else
{
index = 0;
}
UpdateDataView();
}
}