Example #1
0
    /// <summary>
    /// Posts the player's money, team, first time boolean and name to the PlayerInfo database where it matches the player ID
    /// </summary>
    /// <param name="logout">Determines if the coroutine is being called alongside a logout action. If true, delete all player prefs</param>
    /// <returns></returns>
    IEnumerator StorePlayerDataRoutine(bool logout)
    {
        WWWForm form = new WWWForm();

        form.AddField("player_id", GameSaveUtility.GetID());
        form.AddField("player_money", GameSaveUtility.GetTotalBalance());
        if (GameSaveUtility.GetChapProgress(1))
        {
            form.AddField("progress1", 1);
        }
        if (GameSaveUtility.GetChapProgress(2))
        {
            form.AddField("progress2", 1);
        }
        if (GameSaveUtility.GetChapProgress(3))
        {
            form.AddField("progress3", 1);
        }


        using (UnityWebRequest www = UnityWebRequest.Post(path + "updateplayerinfo.php", form))
        {
            yield return(www.SendWebRequest());

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                Debug.Log("Form upload complete!");
                StringBuilder sb = new StringBuilder();
                foreach (System.Collections.Generic.KeyValuePair <string, string> dict in www.GetResponseHeaders())
                {
                    sb.Append(dict.Key).Append(": \t[").Append(dict.Value).Append("]\n");
                }

                // Print Headers
#if (UNITY_EDITOR)
                Debug.Log(sb.ToString());
#endif

                if (www.GetResponseHeaders().Count > 0 && www.GetResponseHeaders().ContainsKey("userUpdated"))
                {
                    if (www.GetResponseHeaders()["userUpdated"] == "true")
                    {
                        Debug.Log("Player data saved succesfully");
                        if (logout)
                        {
                            Debug.Log("LOGOUT");
                            GameSaveUtility.Reset();   // if updating the player is called during a logout action, delete all player pref local storage
                            canvasManager.OpenStart(); // makes sure the page when logging back in starts with the start menu and not settings
                        }
                        // Print Body
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                    else
                    {
                        Debug.Log("Player data saving failed");
                        Debug.Log(www.downloadHandler.text);
                    }
                }
            }
        }
    }