Unity UnityWebRequest封装类

简化api调用流程,非常奈斯。

2024.9.17 调整脚本,RestWebClient新增基础url,请求、响应增加json解析,成功与失败分开处理。

RestWebClient.cs

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;

namespace MYTOOL.RestClient
{
   
    /// <summary>
    /// UnityWebRequest封装类
    /// </summary>
    public class RestWebClient
    {
   
        private readonly MonoBehaviour executer;
        private readonly string baseUrl;

        public RestWebClient(MonoBehaviour executer, string baseUrl = "")
        {
   
            if (executer == null) throw new ArgumentNullException(nameof(executer));
            this.executer = executer;
            this.baseUrl = baseUrl;
        }

        #region >> GET

        public void Get(string url, Request req)
        {
   
            if (req == null) throw new ArgumentNullException(nameof(req));
            executer.StartCoroutine(InnerGet(baseUrl + url, req));
        }

        #endregion


        #region >> PUT

        public void Put(string url, Request req)
        {
   
            if (req == null) throw new ArgumentNullException(nameof(req));
            executer.StartCoroutine(InnerPut(baseUrl + url, req));
        }

        #endregion


        #region >> POST

        public void Post(string url, Request req)
        {
   
            if (req == null) throw new ArgumentNullException(nameof(req));
            executer.StartCoroutine(InnerPost(baseUrl + url, req));
        }

        #endregion


        #region >> DELETE

        public void Delete(string url, Request req)
        {
   
            if (req == null) throw new ArgumentNullException(nameof(req));
            executer.StartCoroutine(InnerDelete(baseUrl + url, req));
        }

        #endregion


        private IEnumerator InnerGet(string url, Request req)
        {
   
            req.InvokeOnBegin();

            byte retryCount = req.RetryCount;
            do
            {
   
                using UnityWebRequest webRequest = UnityWebRequest.Get(url);
                InitUnityWebRequest(webRequest, req);
                webRequest.SendWebRequest();
                while (!webRequest.isDone)
                {
   
                    if (req.IsAbort)
                    {
   
                        webRequest.Abort();
                        req.InvokeOnAbort();
                        yield break;
                    }

                    yield return null;
                }

                bool isSuccess = webRequest.result == UnityWebRequest.Result.Success;
                if (isSuccess || retryCount == 0)
                {
   
                    LogInfo($"[{
     webRequest.method} {
     webRequest.responseCode}]  Url: {
     webRequest.url}", webRequest.error);
                    req.InvokeOnComplete(isSuccess, webRequest.responseCode, webRequest.downloadHandler.data, webRequest.error);
                    yield break;
                }
                if (req.RetryInterval > 0.001)
                {
   
                    yield return new WaitForSeconds(req.RetryInterval);
                }
            } while (retryCount-- > 0);
        }


        private IEnumerator InnerPut(string url, Request req)
        {
   
            req.InvokeOnBegin();

            byte[] bodyData = req.FormData != null ? req.FormData.data : req.BodyData;

            byte retryCount = req.RetryCount;
            do
            {
   
                using UnityWebRequest webRequest = UnityWebRequest.Put(url, bodyData);
                InitUnityWebRequest(webRequest, req);
                webRequest.SendWebRequest();
                while (!webRequest.isDone)
                {
   
                    if (req.IsAbort)
                    {
   
                        webRequest.Abort();
                        req.InvokeOnAbort();
                        yield break;
                    }

                    yield return null;
                }

                bool isSuccess = webRequest.result == UnityWebRequest.Result.Success;
                if (isSuccess || retryCount == 0)
                {
   
                    LogInfo($"[{
     webRequest.method} 
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值