FriendshipGetFriendGroupList
introduction
Get friend group list
Input json_get_friend_group_list_param with NULL to get all friend group list.
Parameter details
overload1
Parameter name |
Parameter type |
Required |
Description |
json_get_friend_group_list_param |
List< string > |
Required |
Get friend group list parameters, friend_group_name list |
callback |
ValueCallback< List< FriendGroupInfo > > |
Required |
Asynchronous callback The format of json_param in the return value is json |
overload2
Parameter name |
Parameter type |
Required |
Description |
json_get_friend_group_list_param |
List< string > |
Required |
Get friend group list parameters, friend_group_name list |
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_group_info_count" : 2,
"friend_group_info_identifier_array" : [ "user4", "user10" ],
"friend_group_info_name" : "Group123"
}
]'// For the meaning of Json Key, please refer to [FriendGroupInfo]
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 FriendGroupInfo |
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 FriendshipGetFriendGroupList : MonoBehaviour
{
public List<FriendGroupInfo> UserList = new List<FriendGroupInfo>();
public HashSet<string> SelectedGroupName = new HashSet<string>();
public Text Header;
public Text Result;
public Button Submit;
public Button Copy;
void Start()
{
GameObject.Find("SelectFriendGroupNameLabel").GetComponent<Text>().text = Utils.t("SelectFriendGroupNameLabel");
FriendshipGetFriendProfileList();
Header = GameObject.Find("HeaderText").GetComponent<Text>();
Result = GameObject.Find("ResultText").GetComponent<Text>();
Submit = GameObject.Find("Submit").GetComponent<Button>();
Copy = GameObject.Find("Copy").GetComponent<Button>();
Submit.onClick.AddListener(FriendshipGetFriendGroupListSDK);
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 groupName = change.GetComponentInChildren<Text>().text.Split(':')[1];
if (change.isOn)
{
SelectedGroupName.Add(groupName);
}
else
{
SelectedGroupName.Remove(groupName);
}
}
void GenerateToggle()
{
var Parent = GameObject.Find("ToggleContent");
var Toggler = GameObject.Find("Toggler").GetComponent<Toggle>();
foreach (FriendGroupInfo user in UserList)
{
var obj = Instantiate(Toggler, Parent.transform);
obj.GetComponentInChildren<Text>().text = "groupName:" + user.friend_group_info_name;
obj.isOn = false;
obj.onValueChanged.AddListener(delegate
{
ToggleValueChanged(obj);
});
}
}
void SetGroupNameList(params object[] parameters)
{
try
{
string text = (string)parameters[1];
print(text);
List<FriendGroupInfo> List = Utils.FromJson<List<FriendGroupInfo>>(text);
UserList.AddRange(List);
GenerateToggle();
}
catch (Exception ex)
{
print(ex);
Toast.Show(Utils.t("getFriendGroupListFailed"));
}
}
public void FriendshipGetFriendProfileList()
{
var cb = Utils.addAsyncStringDataToScreen(SetGroupNameList);
TIMResult res = TencentIMSDK.FriendshipGetFriendGroupList(new List<string>(), cb);
}
public void FriendshipGetFriendGroupListSDK()
{
List<string> groupNames = new List<string>(SelectedGroupName);
TIMResult res = TencentIMSDK.FriendshipGetFriendGroupList(groupNames, 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();
}
}