FriendshipCreateFriendGroup
introduction
Creagte friend group
Cannot create existed friend group.
Parameter details
overload1
Parameter name |
Parameter type |
Required |
Description |
json_create_friend_group_param |
CreateFriendGroupInfo |
Required |
CreateFriendGroupInfo |
callback |
ValueCallback< List< FriendResult > > |
Required |
Asynchronous callback The format of json_param in the return value is json |
overload2
Parameter name |
Parameter type |
Required |
Description |
json_create_friend_group_param |
CreateFriendGroupInfo |
Required |
CreateFriendGroupInfo |
callback |
ValueCallback< string > |
Required |
Asynchronous callback The format of json_param in the return value is string |
Returned template
TIMResult
The parameters of the callback function after successfully calling the API:
code:int
desc:string
json_param:
'[
{
"friend_result_code" : 0,
"friend_result_desc" : "",
"friend_result_identifier" : "user4"
},
{
"friend_result_code" : 0,
"friend_result_desc" : "",
"friend_result_identifier" : "user10"
}
]'// For the meaning of Json Key, please refer to [FriendResult]
user_data:string
Return value details
name |
type |
description |
TIMResult |
TIMResult |
Return value of calling API |
code |
int |
Result error code: Error Codes |
desc |
string |
The description of the error. |
json_param |
string |
Json string. Calling different API will get different Json strings. For the meaning of Json Key, please refer to FriendResult |
user_data |
string |
User-defined data transfered by ImSDK without any processing |
Code example
using UnityEngine;
using UnityEngine.UI;
using com.tencent.im.unity.demo.types;
using UnityEngine.SceneManagement;
using com.tencent.imsdk.unity;
using com.tencent.imsdk.unity.types;
using com.tencent.imsdk.unity.enums;
using System;
using com.tencent.im.unity.demo.utils;
using System.Collections;
using System.Collections.Generic;
using EasyUI.Toast;
public class FriendshipCreateFriendGroup : MonoBehaviour
{
public List<FriendProfile> UserList = new List<FriendProfile>();
public HashSet<string> SelectedUser = new HashSet<string>();
public InputField Input;
public Text Header;
public Text Result;
public Button Submit;
public Button Copy;
void Start()
{
GameObject.Find("FriendGroupNameLabel").GetComponent<Text>().text = Utils.t("FriendGroupNameLabel");
GameObject.Find("SelectFriendLabel").GetComponent<Text>().text = Utils.t("SelectFriendLabel");
FriendshipGetFriendProfileList();
Header = GameObject.Find("HeaderText").GetComponent<Text>();
Result = GameObject.Find("ResultText").GetComponent<Text>();
Input = GameObject.Find("InputField").GetComponent<InputField>();
Submit = GameObject.Find("Submit").GetComponent<Button>();
Copy = GameObject.Find("Copy").GetComponent<Button>();
Submit.onClick.AddListener(FriendshipCreateFriendGroupSDK);
Copy.GetComponentInChildren<Text>().text = Utils.t("Copy");
Copy.onClick.AddListener(CopyText);
if (CurrentSceneInfo.info != null)
{
Header.text = Utils.IsCn() ? CurrentSceneInfo.info.apiText + " " + CurrentSceneInfo.info.apiName : CurrentSceneInfo.info.apiName;
Submit.GetComponentInChildren<Text>().text = CurrentSceneInfo.info.apiName;
}
}
void ToggleValueChanged(Toggle change)
{
string userID = change.GetComponentInChildren<Text>().text.Split(':')[1];
if (change.isOn)
{
SelectedUser.Add(userID);
}
else
{
SelectedUser.Remove(userID);
}
}
void GenerateToggle()
{
var Parent = GameObject.Find("ToggleContent");
var Toggler = GameObject.Find("Toggler").GetComponent<Toggle>();
foreach (FriendProfile user in UserList)
{
var obj = Instantiate(Toggler, Parent.transform);
obj.GetComponentInChildren<Text>().text = "userID:" + user.friend_profile_identifier;
obj.isOn = false;
obj.onValueChanged.AddListener(delegate
{
ToggleValueChanged(obj);
});
}
}
void SetGroupNameList(params object[] parameters)
{
try
{
string text = (string)parameters[1];
print(text);
List<FriendProfile> List = Utils.FromJson<List<FriendProfile>>(text);
UserList.AddRange(List);
GenerateToggle();
}
catch (Exception ex)
{
print(ex);
Toast.Show(Utils.t("getFriendListFailed"));
}
}
public void FriendshipGetFriendProfileList()
{
var Users = UserList;
var cb = Utils.addAsyncStringDataToScreen(SetGroupNameList);
TIMResult res = TencentIMSDK.FriendshipGetFriendProfileList(cb);
}
public void FriendshipCreateFriendGroupSDK()
{
List<string> user_list = new List<string>(SelectedUser);
var param = new CreateFriendGroupInfo
{
friendship_create_friend_group_param_name_array = new List<string>
{
Input.text
},
friendship_create_friend_group_param_identifier_array = user_list
};
TIMResult res = TencentIMSDK.FriendshipCreateFriendGroup(param, Utils.addAsyncStringDataToScreen(GetResult));
Result.text = Utils.SynchronizeResult(res);
}
void GetResult(params object[] parameters)
{
Result.text += (string)parameters[0];
}
void CopyText()
{
Utils.Copy(Result.text);
}
void OnApplicationQuit()
{
TencentIMSDK.Uninit();
}
}