前言:
第一个代码是具体的实现POST和GET,GET用两个方法实现,而后JSON解析用到了MINIjson和Newtonsoft.Json方法,后面有具体分析
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MiniJSON;
using System;
using System.IO;
using System.Text;
using System.Net;
public class Rootobject
{
public int code { get; set; }
public Datum[] data { get; set; }
public string msg { get; set; }
}
public class Datum
{
public string prefab { get; set; }
public string scene { get; set; }
public Trans transform { get; set; }
public string text { get; set; }
public int time { get; set; }
public string id { get; set; }
}
public class Trans
{
public Position position { get; set; }
public Rotation rotation { get; set; }
public Scale scale { get; set; }
}
public class Position
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
public class Rotation
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
public class Scale
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
public static class Front
{
public static string HttpGet(string sense, int num)
{
try
{
//创建Get请求
string url = "http://。。。。。" + sense + "/" + num.ToString();
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(url);
request.Method = "GET";
request.ContentType = "text/html;charset=UTF-8";
//接受返回来的数据
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
Stream stream = response.GetResponseStream();
StreamReader streamReader = new StreamReader(stream, Encoding.GetEncoding("utf-8"));
string retString = streamReader.ReadToEnd();
streamReader.Close();
stream.Close();
response.Close();
Debug.Log(retString);
return retString;
}
catch (Exception)
{
return "";
}
}//第一种方法,直接在占用主程
public static IEnumerator IEHttpGetShell(string sense,int num)
{
//http://unity.happypie.net:88/shell/?sense=MainLevel&count=6
WWW www = new WWW("http://unity.happypie.net:88/shell/query/" + sense+"/"+num.ToString());
//JsonToList(www.text);
string str = www.text;
//Shells obj = JsonUtility.FromJson(str);
yield return www;
//JsonUtility.FromJson(www.text);
if (www.error != null)
{
Debug.LogError(www.error);
}
Debug.Log(www.text);
}//第二种get方法 利用协程来实现
public static IEnumerator IEPostCreateShell(string text,GameObject shell)
{
string fullUrl = "http://unity.happypie.net:88/shell/create";
//加入http 头信息
Dictionary<string, string> JsonDic = new Dictionary<string, string>();
JsonDic.Add("Content-Type", "application/json");
//请求的Json数据
Dictionary<string, object> pos = new Dictionary<string, object>();
pos["x"] = shell.transform.position.x;
pos["y"] = shell.transform.position.y;
pos["z"] = shell.transform.position.z;
Dictionary<string, object> rot = new Dictionary<string, object>();
rot["x"] = shell.transform.rotation.x;
rot["y"] = shell.transform.rotation.y;
rot["z"] = shell.transform.rotation.z;
Dictionary<string, object> scal = new Dictionary<string, object>();
scal["x"] = shell.transform.localScale.x;
scal["y"] = shell.transform.localScale.y;
scal["z"] = shell.transform.localScale.z;
Dictionary<string, object> trans = new Dictionary<string, object>();
trans["position"] = pos;
trans["rotation"] = rot;
trans["scale"] = scal;
Dictionary<string, object> UserDic = new Dictionary<string, object>();
UserDic["prefab"] = "170";
UserDic["scene"] = "62";
UserDic["transform"] = trans;
UserDic["text"] = text;
UserDic["time"] = DateTime.Now.Year.ToString() +"-"+ DateTime.Now.Month.ToString()+
"-" + DateTime.Now.Day.ToString()+ "-" + DateTime.Now.Hour.ToString()+ "-" + DateTime.Now.Minute.ToString();
Dictionary<String, object> tw = new Dictionary<string, object>();
tw["shell"] = UserDic;
string data = Json.Serialize(tw);
//转换为字节
byte[] post_data;
post_data = System.Text.UTF8Encoding.UTF8.GetBytes(data);
WWW www = new WWW(fullUrl, post_data, JsonDic);
yield return www;
if (www.error != null)
{
Debug.LogError("error:" + www.error);
}
Debug.Log(www.text);
} //POST方法
调用
// 接口调用方法
Rootobject shells = Front.HttpGet("MainLevel", 2);//get
StartCoroutine(Front.IEPostCreateShell("Mainllll", LeftPoint.gameObject)); //post
Debug.Log(shells.data[0].text);
首先(准备工作):
根据json生成c#实体类
vs 编辑->选择性粘贴->将json粘贴为类
//这个是我的JSON数据(用GET获得) 下面的代码是用解析出来的的
{
"code": 200,
"data": [
{
"prefab": "qqq",
"scene": "MainLevel",
"transform": {
"position": {
"x": 4444,
"y": 7777,
"z": 2331
},
"rotation": {
"x": 0,
"y": 0,
"z": 0
},
"scale": {
"x": 1,
"y": 1,
"z": 1
}
},
"text": "测,试,哈哈哈666ppp",
"time": 1535366666,
"id": "5eb80d6d961efc533b1d4176"
},
{
"prefab": "34234234234",
"scene": "MainLevel",
"transform": {
"position": {
"x": 4444,
"y": 7777,
"z": 2331
},
"rotation": {
"x": 0,
"y": 0,
"z": 0
},
"scale": {
"x": 1,
"y": 1,
"z": 1
}
},
"text": "测,试,哈哈哈666ppp",
"time": 1535366666,
"id": "5eb80db3885bb427011853a4"
}
],
"msg": ""
}
//VS解析的结果 我将transform 改成了trans
public class Rootobject
{
public int code { get; set; }
public Datum[] data { get; set; }
public string msg { get; set; }
}
public class Datum
{
public string prefab { get; set; }
public string scene { get; set; }
public Trans transform { get; set; }
public string text { get; set; }
public int time { get; set; }
public string id { get; set; }
}
public class Trans
{
public Position position { get; set; }
public Rotation rotation { get; set; }
public Scale scale { get; set; }
}
public class Position
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
public class Rotation
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
public class Scale
{
public int x { get; set; }
public int y { get; set; }
public int z { get; set; }
}
JSON解析:
unity有三种解析的方法:
A:LitJSON,因为不兼容IOS,或者兼容IOS有一些问题,所以我决定将其排除
B:Minijosn,一个GIT上的轻量级解析方法,我在POST方法里有用到他的函数,兼容性不错。但是GET到的JSON解析经常报错,故放弃
C:unity自带 JsonUtility,尝试着使用了,报错很多,放弃
D:Newtonsoft.Json,最后使用了这个解析的方法,具体的东西可以从unity 的商店里去下载,免费开源的,最后记得导入,我也是用这个方法最后成功解析。
最后贴一个MINIJSON的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MiniJSON;
using System;
using System.IO;
using System.Text;
using System.Net;
using Newtonsoft.Json;
/*
* Copyright (c) 2013 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace MiniJSON
{
// Example usage:
//
// using UnityEngine;
// using System.Collections;
// using System.Collections.Generic;
// using MiniJSON;
//
// public class MiniJSONTest : MonoBehaviour {
// void Start () {
// var jsonString = "{ \"array\": [1.44,2,3], " +
// "\"object\": {\"key1\":\"value1\", \"key2\":256}, " +
// "\"string\": \"The quick brown fox \\\"jumps\\\" over the lazy dog \", " +
// "\"unicode\": \"\\u3041 Men\u00fa sesi\u00f3n\", " +
// "\"int\": 65536, " +
// "\"float\": 3.1415926, " +
// "\"bool\": true, " +
// "\"null\": null }";
//
// var dict = Json.Deserialize(jsonString) as Dictionary;
//
// Debug.Log("deserialized: " + dict.GetType());
// Debug.Log("dict['array'][0]: " + ((List
// Debug.Log("dict['string']: " + (string) dict["string"]);
// Debug.Log("dict['float']: " + (double) dict["float"]); // floats come out as doubles
// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs
// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);
//
// var str = Json.Serialize(dict);
//
// Debug.Log("serialized: " + str);
// }
// }
///
/// This class encodes and decodes JSON strings.
/// Spec. details, see http://www.json.org/
///
/// JSON uses Arrays and Objects. These correspond here to the datatypes IList and IDictionary.
/// All numbers are parsed to doubles.
///
public static class Json
{
///
/// Parses the string json into a value
///
/// A JSON string.
/// An List
public static object Deserialize(string json)
{
// save the string for debug information
if (json == null)
{
return null;
}
return Parser.Parse(json);
}
sealed class Parser : IDisposable
{
const string WORD_BREAK = "{}[],:\"";
public static bool IsWordBreak(char c)
{
return Char.IsWhiteSpace(c) || WORD_BREAK.IndexOf(c) != -1;
}
enum TOKEN
{
NONE,
CURLY_OPEN,
CURLY_CLOSE,
SQUARED_OPEN,
SQUARED_CLOSE,
COLON,
COMMA,
STRING,
NUMBER,
TRUE,
FALSE,
NULL
};
StringReader json;
Parser(string jsonString)
{
json = new StringReader(jsonString);
}
public static object Parse(string jsonString)
{
using (var instance = new Parser(jsonString))
{
return instance.ParseValue();
}
}
public void Dispose()
{
json.Dispose();
json = null;
}
Dictionary<string, object> ParseObject()
{
Dictionary<string, object> table = new Dictionary<string, object>();
// ditch opening brace
json.Read();
// {
while (true)
{
switch (NextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.CURLY_CLOSE:
return table;
default:
// name
string name = ParseString();
if (name == null)
{
return null;
}
// :
if (NextToken != TOKEN.COLON)
{
return null;
}
// ditch the colon
json.Read();
// value
table[name] = ParseValue();
break;
}
}
}
List<object> ParseArray()
{
List<object> array = new List<object>();
// ditch opening bracket
json.Read();
// [
var parsing = true;
while (parsing)
{
TOKEN nextToken = NextToken;
switch (nextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.SQUARED_CLOSE:
parsing = false;
break;
default:
object value = ParseByToken(nextToken);
array.Add(value);
break;
}
}
return array;
}
object ParseValue()
{
TOKEN nextToken = NextToken;
return ParseByToken(nextToken);
}
object ParseByToken(TOKEN token)
{
switch (token)
{
case TOKEN.STRING:
return ParseString();
case TOKEN.NUMBER:
return ParseNumber();
case TOKEN.CURLY_OPEN:
return ParseObject();
case TOKEN.SQUARED_OPEN:
return ParseArray();
case TOKEN.TRUE:
return true;
case TOKEN.FALSE:
return false;
case TOKEN.NULL:
return null;
default:
return null;
}
}
string ParseString()
{
StringBuilder s = new StringBuilder();
char c;
// ditch opening quote
json.Read();
bool parsing = true;
while (parsing)
{
if (json.Peek() == -1)
{
parsing = false;
break;
}
c = NextChar;
switch (c)
{
case '"':
parsing = false;
break;
case '\\':
if (json.Peek() == -1)
{
parsing = false;
break;
}
c = NextChar;
switch (c)
{
case '"':
case '\\':
case '/':
s.Append(c);
break;
case 'b':
s.Append('\b');
break;
case 'f':
s.Append('\f');
break;
case 'n':
s.Append('\n');
break;
case 'r':
s.Append('\r');
break;
case 't':
s.Append('\t');
break;
case 'u':
var hex = new char[4];
for (int i = 0; i < 4; i++)
{
hex[i] = NextChar;
}
s.Append((char)Convert.ToInt32(new string(hex), 16));
break;
}
break;
default:
s.Append(c);
break;
}
}
return s.ToString();
}
object ParseNumber()
{
string number = NextWord;
if (number.IndexOf('.') == -1)
{
long parsedInt;
Int64.TryParse(number, out parsedInt);
return parsedInt;
}
double parsedDouble;
Double.TryParse(number, out parsedDouble);
return parsedDouble;
}
void EatWhitespace()
{
while (Char.IsWhiteSpace(PeekChar))
{
json.Read();
if (json.Peek() == -1)
{
break;
}
}
}
char PeekChar
{
get
{
return Convert.ToChar(json.Peek());
}
}
char NextChar
{
get
{
return Convert.ToChar(json.Read());
}
}
string NextWord
{
get
{
StringBuilder word = new StringBuilder();
while (!IsWordBreak(PeekChar))
{
word.Append(NextChar);
if (json.Peek() == -1)
{
break;
}
}
return word.ToString();
}
}
TOKEN NextToken
{
get
{
EatWhitespace();
if (json.Peek() == -1)
{
return TOKEN.NONE;
}
switch (PeekChar)
{
case '{':
return TOKEN.CURLY_OPEN;
case '}':
json.Read();
return TOKEN.CURLY_CLOSE;
case '[':
return TOKEN.SQUARED_OPEN;
case ']':
json.Read();
return TOKEN.SQUARED_CLOSE;
case ',':
json.Read();
return TOKEN.COMMA;
case '"':
return TOKEN.STRING;
case ':':
return TOKEN.COLON;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case '-':
return TOKEN.NUMBER;
}
switch (NextWord)
{
case "false":
return TOKEN.FALSE;
case "true":
return TOKEN.TRUE;
case "null":
return TOKEN.NULL;
}
return TOKEN.NONE;
}
}
}
///
/// Converts a IDictionary / IList object or a simple type (string, int, etc.) into a JSON string
///
/// A Dictionary / List
/// A JSON encoded string, or null if object 'json' is not serializable
public static string Serialize(object obj)
{
return Serializer.Serialize(obj);
}
sealed class Serializer
{
StringBuilder builder;
Serializer()
{
builder = new StringBuilder();
}
public static string Serialize(object obj)
{
var instance = new Serializer();
instance.SerializeValue(obj);
return instance.builder.ToString();
}
void SerializeValue(object value)
{
IList asList;
IDictionary asDict;
string asStr;
if (value == null)
{
builder.Append("null");
}
else if ((asStr = value as string) != null)
{
SerializeString(asStr);
}
else if (value is bool)
{
builder.Append((bool)value ? "true" : "false");
}
else if ((asList = value as IList) != null)
{
SerializeArray(asList);
}
else if ((asDict = value as IDictionary) != null)
{
SerializeObject(asDict);
}
else if (value is char)
{
SerializeString(new string((char)value, 1));
}
else
{
SerializeOther(value);
}
}
void SerializeObject(IDictionary obj)
{
bool first = true;
builder.Append('{');
foreach (object e in obj.Keys)
{
if (!first)
{
builder.Append(',');
}
SerializeString(e.ToString());
builder.Append(':');
SerializeValue(obj[e]);
first = false;
}
builder.Append('}');
}
void SerializeArray(IList anArray)
{
builder.Append('[');
bool first = true;
foreach (object obj in anArray)
{
if (!first)
{
builder.Append(',');
}
SerializeValue(obj);
first = false;
}
builder.Append(']');
}
void SerializeString(string str)
{
builder.Append('\"');
char[] charArray = str.ToCharArray();
foreach (var c in charArray)
{
switch (c)
{
case '"':
builder.Append("\\\"");
break;
case '\\':
builder.Append("\\\\");
break;
case '\b':
builder.Append("\\b");
break;
case '\f':
builder.Append("\\f");
break;
case '\n':
builder.Append("\\n");
break;
case '\r':
builder.Append("\\r");
break;
case '\t':
builder.Append("\\t");
break;
default:
int codepoint = Convert.ToInt32(c);
if ((codepoint >= 32) && (codepoint <= 126))
{
builder.Append(c);
}
else
{
builder.Append("\\u");
builder.Append(codepoint.ToString("x4"));
}
break;
}
}
builder.Append('\"');
}
void SerializeOther(object value)
{
// NOTE: decimals lose precision during serialization.
// They always have, I'm just letting you know.
// Previously floats and doubles lost precision too.
if (value is float)
{
builder.Append(((float)value).ToString("R"));
}
else if (value is int
|| value is uint
|| value is long
|| value is sbyte
|| value is byte
|| value is short
|| value is ushort
|| value is ulong)
{
builder.Append(value);
}
else if (value is double
|| value is decimal)
{
builder.Append(Convert.ToDouble(value).ToString("R"));
}
else
{
SerializeString(value.ToString());
}
}
}
}
}