86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using System;
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namespace Assets.MyGame.Scripts.Net.WebResponses
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{
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/// <summary>
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/// 会话信息(OnConversationStarted / OnNewConversation 中的 conversation 字段)
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/// </summary>
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[Serializable]
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public class CustomerConversationInfo
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{
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/// <summary>会话ID</summary>
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public string id;
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/// <summary>玩家用户ID</summary>
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public string userId;
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/// <summary>玩家用户名称</summary>
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public string userName;
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/// <summary>客服用户ID</summary>
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public string customerId;
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/// <summary>客服名称</summary>
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public string customerName;
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/// <summary>会话状态(0=进行中, 1=已结束)</summary>
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public int status;
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/// <summary>创建时间</summary>
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public string createTime;
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}
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/// <summary>
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/// 发起会话回调(OnConversationStarted),服务端 → 用户端
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/// </summary>
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[Serializable]
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public class CustomerConversationStartedResult
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{
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/// <summary>是否成功</summary>
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public bool isOk;
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/// <summary>提示消息("success" / "暂无客服在线" / "参数错误")</summary>
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public string msg;
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/// <summary>会话信息(isOk=true 时有效)</summary>
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public CustomerConversationInfo conversation;
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}
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/// <summary>
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/// 消息回调(OnMessageReceived),服务端 → 客户端
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/// </summary>
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[Serializable]
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public class CustomerMessageReceived
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{
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/// <summary>会话ID</summary>
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public string conversationId;
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/// <summary>发送者类型(1=用户, 2=客服)</summary>
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public int senderType;
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/// <summary>发送者ID</summary>
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public string senderId;
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/// <summary>发送者名称</summary>
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public string senderName;
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/// <summary>内容类型(1=文字, 2=图片)</summary>
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public int contentType;
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/// <summary>消息内容</summary>
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public string content;
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/// <summary>创建时间</summary>
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public string createTime;
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public string guid;
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}
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/// <summary>
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/// 新会话通知(OnNewConversation),服务端 → 客服端
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/// </summary>
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[Serializable]
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public class CustomerNewConversationNotice
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{
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/// <summary>会话ID</summary>
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public string conversationId;
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/// <summary>客服用户ID</summary>
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public string customerId;
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/// <summary>客服名称</summary>
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public string customerName;
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/// <summary>玩家用户ID</summary>
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public string userId;
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/// <summary>玩家用户名称</summary>
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public string userName;
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/// <summary>会话状态(0=进行中, 1=已结束)</summary>
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public int status;
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/// <summary>创建时间</summary>
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public string createTime;
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}
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}
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