using System; using System.Collections.Generic; using UnityEngine; namespace Kill.Managers { #region AssetBundle 数据 [System.Serializable] public class AssetBundleInfoList { public string version; public List assetbundles; public AssetBundleInfoList(List list) { assetbundles = list; } } [System.Serializable] public class AssetBundleInfo { public string name; public long size; public string md5; } #endregion #region 用户数据 /// /// 登录请求数据 /// [Serializable] public class LoginRequest { public string email; public string password; } /// /// 登录响应数据 /// [Serializable] public class LoginResponse { public int code; public string message; public LoginData data; } [Serializable] public class LoginData { public string token; public UserInfo user; } [Serializable] public class UserInfo { public string id; public string email; public string username; public string role; public bool exam_completed; public int device_count; public int total_kill_count; } #endregion #region 登录注册 public class EmailCodeRequest { public string email; } public class NoDataResponse { public int code; public string message; } public class BoolResponse { public int code; public string message; public BoolData data; } public class BoolData { public bool registered; } public class VerifyCodeRequest { public string email; public string code; } public class RegisterRequest { public string email; public string password; public int password_type; } public class ResetPasswordRequest { public string email; public string password; public int password_type; } public class FireBaseLoginRequest { public string firebase_token; } public class BindFireBaseRequest { public string code; public string email; public string temp_token; } /// /// Firebase 绑定响应 /// public class FirebaseBindResponse { public int code; public string message; public FirebaseBindData data; } public class FirebaseBindData { public bool firebase_bind; } #endregion }