FriendshipCheckFriendType
功能介绍
检测好友关系
开发者可以通过此接口检测给定的 UserID 列表跟当前账户的好友关系,检测好友相关内容请参考 检测好友。
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:
'[
{
"friendship_check_friendtype_result_code" : 0,
"friendship_check_friendtype_result_desc" : "",
"friendship_check_friendtype_result_identifier" : "user4",
"friendship_check_friendtype_result_relation" : 3
}
]'// Json Key请参考[FriendshipCheckFriendTypeResult]
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FriendshipCheckFriendTypeResult |
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;
using System.Collections;
using System.Collections.Generic;
using EasyUI.Toast;
public class FriendshipCheckFriendType : MonoBehaviour
{
public List<FriendProfile> UserList = new List<FriendProfile>();
public HashSet<string> SelectedUser = new HashSet<string>();
public Text Header;
public Text Result;
public Dropdown SelectedFriendType;
public Button Submit;
public Button Copy;
void Start()
{
GameObject.Find("SelectUserLabel").GetComponent<Text>().text = Utils.t("SelectUserLabel");
FriendshipGetFriendProfileList();
Header = GameObject.Find("HeaderText").GetComponent<Text>();
Result = GameObject.Find("ResultText").GetComponent<Text>();
SelectedFriendType = GameObject.Find("FriendType").GetComponent<Dropdown>();
foreach (string name in Enum.GetNames(typeof(TIMFriendType)))
{
Dropdown.OptionData option = new Dropdown.OptionData();
option.text = name;
SelectedFriendType.options.Add(option);
}
Submit = GameObject.Find("Submit").GetComponent<Button>();
Copy = GameObject.Find("Copy").GetComponent<Button>();
Submit.onClick.AddListener(FriendshipCheckFriendTypeSDK);
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 SetUserList(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(SetUserList);
TIMResult res = TencentIMSDK.FriendshipGetFriendProfileList(cb);
}
public void FriendshipCheckFriendTypeSDK()
{
List<string> user_list = new List<string>(SelectedUser);
var param = new FriendshipCheckFriendTypeParam
{
friendship_check_friendtype_param_check_type = (TIMFriendType)SelectedFriendType.value,
friendship_check_friendtype_param_identifier_array = user_list
};
TIMResult res = TencentIMSDK.FriendshipCheckFriendType(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();
}
}