FriendshipGetFriendGroupList
功能介绍
获取好友分组列表
json_get_friend_group_list_param 传入 null 获得所有分组信息。
参数详解
重载1
参数名称 |
参数类型 |
是否必填 |
描述 |
json_get_friend_group_list_param |
List< string > |
是 |
获取好友分组,friend_group_name列表 |
callback |
ValueCallback< List< FriendGroupInfo > > |
是 |
异步回调 返回值的json_param的格式为json |
重载2
参数名称 |
参数类型 |
是否必填 |
描述 |
json_get_friend_group_list_param |
List< string > |
是 |
获取好友分组,friend_group_name列表 |
callback |
ValueCallback< string > |
是 |
异步回调 返回值的json_param的格式为string |
返回模板
TIMResult
调用成功后回调函数参数:
code:int
desc:string
json_param:
'[
{
"friend_group_info_count" : 2,
"friend_group_info_identifier_array" : [ "user4", "user10" ],
"friend_group_info_name" : "Group123"
}
]'// Json Key请参考[FriendGroupInfo]
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FriendGroupInfo |
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 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();
}
}