FriendshipAddFriend
功能介绍
添加好友
好友关系有单向和双向好友之分。详情请参考添加好友.
参数详解
重载1
重载2
返回模板
TIMResult
调用成功后回调函数参数:
code:int
desc:string
json_param:
'{
"friend_result_code" : 0,
"friend_result_desc" : "",
"friend_result_identifier" : "user4"
}'// Json Key请参考[FriendResult]
user_data:string
返回值详解
名称 |
数值类型 |
描述 |
TIMResult |
TIMResult |
调用接口的返回值 |
code |
int |
值为ERR_SUCC表示成功,其他值表示失败。详情请参考 错误码 |
desc |
string |
错误描述字符串 |
json_param |
string |
Json字符串,不同的接口,Json字符串不一样 Json Key请参考FriendResult |
user_data |
string |
ImSDK负责透传的用户自定义数据,未做任何处理 |
代码示例
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;
public class FriendshipAddFriend : MonoBehaviour
{
public Text Header;
public InputField FriendID;
public InputField FriendRemark;
public InputField FriendGroup;
public InputField FriendAddWord;
public Dropdown FriendType;
public Text Result;
public Button Submit;
public Button Copy;
string[] Labels = new string[] { "FriendIDLabel", "FriendRemarkLabel", "FriendGroupLabel", "FriendAddWordLabel", "SelectFriendTypeLabel" };
void Start()
{
foreach (string label in Labels)
{
GameObject.Find(label).GetComponent<Text>().text = Utils.t(label);
}
Header = GameObject.Find("HeaderText").GetComponent<Text>();
FriendID = GameObject.Find("FriendID").GetComponent<InputField>();
FriendRemark = GameObject.Find("FriendRemark").GetComponent<InputField>();
FriendGroup = GameObject.Find("FriendGroup").GetComponent<InputField>();
FriendAddWord = GameObject.Find("FriendAddWord").GetComponent<InputField>();
FriendType = GameObject.Find("Dropdown").GetComponent<Dropdown>();
Result = GameObject.Find("ResultText").GetComponent<Text>();
Submit = GameObject.Find("Submit").GetComponent<Button>();
Copy = GameObject.Find("Copy").GetComponent<Button>();
Copy.GetComponentInChildren<Text>().text = Utils.t("Copy");
Submit.onClick.AddListener(FriendshipAddFriendSDK);
Copy.onClick.AddListener(CopyText);
FriendType.interactable = true;
if (CurrentSceneInfo.info != null)
{
Header.text = Utils.IsCn() ? CurrentSceneInfo.info.apiText + " " + CurrentSceneInfo.info.apiName : CurrentSceneInfo.info.apiName;
Submit.GetComponentInChildren<Text>().text = CurrentSceneInfo.info.apiName;
}
foreach (string name in Enum.GetNames(typeof(TIMFriendType)))
{
Dropdown.OptionData option = new Dropdown.OptionData();
option.text = name;
FriendType.options.Add(option);
}
}
public void FriendshipAddFriendSDK()
{
print(FriendID.text);
print(FriendRemark.text);
print(FriendGroup.text);
print(FriendAddWord.text);
print(FriendType.value);
FriendshipAddFriendParam param = new FriendshipAddFriendParam
{
friendship_add_friend_param_identifier = FriendID.text,
friendship_add_friend_param_remark = FriendRemark.text,
friendship_add_friend_param_group_name = FriendGroup.text,
friendship_add_friend_param_add_wording = FriendAddWord.text,
friendship_add_friend_param_friend_type = (TIMFriendType)FriendType.value
};
TIMResult res = TencentIMSDK.FriendshipAddFriend(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();
}
}