/// <summary>
    ///  读取内存中的存档值
    /// </summary>
    /// <typeparam name="T1">赋值操作对象类型。</typeparam>
    /// <typeparam name="T2">你希望保存组件对象类型
    /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam>
    /// <param name="gameObject">gameObject</param>
    /// <param name="sceneName">场景名,不填为当前场景</param>
    /// <returns></returns>
    public static bool LoadComponent <T1, T2>(this GameObject gameObject, string sceneName = "")
        where T1 : ISave <T2>
        where T2 : UnityEngine.Component
    {
        if (gameObject.CheckEmpty())
        {
            return(false);
        }
        T2 component = gameObject.GetComponent <T2>();

        if (component.CheckEmpty())
        {
            return(false);
        }

        SaveObject saveObject = GameSaveUtility.GetSaveObjectData(gameObject.name, sceneName);
        SetValue   setValue   = GameSaveUtility.GetComponentSetValue <T1, T2>(gameObject, saveObject);

        if (null == setValue)
        {
            return(false);
        }
        bool result = gameSaveSystem.Load <T1, T2>(component, setValue);

        return(result);
    }
    public void PlayButton()
    {
        GameSaveUtility.gameTitle = titleInput.text;
        GameSaveUtility.NewSaveName();
        GameSaveUtility.Save();
        GameSaveUtility.Load();

        SceneManager.LoadScene("Tactics");
    }
Exemple #3
0
    public void SaveComponent <T1, T2>(string name, string value, string sceneName)
        where T1 : ISave <T2>
    {
        if (string.IsNullOrEmpty(name))
        {
            return;
        }
        string ISaveName     = typeof(T1).Name;
        string componentName = typeof(T2).Name;

        SceneData sceneData = GameSaveUtility.GetSceneData(sceneName);

        if (null == sceneData)
        {
            GameSaveUtility.AddSceneData(sceneName);
        }
        SaveObject saveObject = GameSaveUtility.GetSaveObjectData(name, sceneName);

        if (null == saveObject)
        {
            saveObject = GameSaveUtility.AddSaveObjectData(name, sceneName);
        }

        if (saveObject.SetValues.CheckEmpty())
        {
            saveObject.SetValues = new Dictionary <string, Dictionary <string, SetValue> >();
        }

        Dictionary <string, SetValue> setValues;

        if (saveObject.SetValues.ContainsKey(componentName))
        {
            setValues = saveObject.SetValues[componentName];
        }
        else
        {
            setValues = new Dictionary <string, SetValue>();
            saveObject.SetValues.Add(componentName, setValues);
        }

        SetValue setValue = new SetValue
        {
            FunOpera = ISaveName,
            Value    = value
        };

        if (setValues.ContainsKey(ISaveName))
        {
            setValues[ISaveName] = setValue;
        }
        else
        {
            setValues.Add(ISaveName, setValue);
        }
    }
    /// <summary>
    /// Posts the player name, player university team to the corresponding account using account ID
    /// </summary>
    /// <returns></returns>
    IEnumerator UploadPlayerRoutine()
    {
        WWWForm form = new WWWForm();

        form.AddField("player_name", GameSaveUtility.GetPlayerName());
        form.AddField("player_team", GameSaveUtility.GetUniversity());
        form.AddField("player_ID", GameSaveUtility.GetID());

        using (UnityWebRequest www = UnityWebRequest.Post(path + "addplayer.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("userAdded"))
                {
                    if (www.GetResponseHeaders()["userAdded"] == "true")
                    {
                        Debug.Log("User added succesful");
                    }
                    else
                    {
                        Debug.Log("User added failed");
                    }
                }
                else if (www.GetResponseHeaders().Count > 0 && www.GetResponseHeaders().ContainsKey("userUpdated"))
                {
                    if (www.GetResponseHeaders()["userUpdated"] == "true")
                    {
                        Debug.Log("User updated succesful");
                    }
                    else
                    {
                        Debug.Log("User updated failed");
                    }
                }
            }
        }
    }
    /// <summary>
    /// Posts the level objective name, chapter, mode, difficulty, score and star to the PlayerLevels table where it matches the player ID
    /// Called at the end of every level - updated simulataneously with the local storage of the level scores
    /// </summary>
    /// <returns></returns>
    IEnumerator StoreLevelDataRoutine(string objective, int score, int star)
    {
        WWWForm form = new WWWForm();

        form.AddField("player_ID", GameSaveUtility.GetID());
        form.AddField("level_name", objective);
        form.AddField("level_chapter", ObjectiveUtility.CurrentChapter.ToString());
        form.AddField("level_mode", ObjectiveUtility.CurrentGameMode.ToString());
        form.AddField("level_difficulty", ObjectiveUtility.CurrentDifficulty.ToString());
        form.AddField("level_score", score);
        form.AddField("level_star", star);

        using (UnityWebRequest www = UnityWebRequest.Post(path + "storelevels.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());
                Debug.Log(www.downloadHandler.text);
#endif

                if (www.GetResponseHeaders().Count > 0 && www.GetResponseHeaders().ContainsKey("levelUpdated"))
                {
                    if (www.GetResponseHeaders()["levelUpdated"] == "true")
                    {
                        Debug.Log("Level score updating succesfull");
                        // Print Body
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                    else
                    {
                        Debug.Log("Score saving failed");
                    }
                }
            }
        }
    }
    /// <summary>
    /// Updates the score the individual level by POSTing the player ID, level objective, level chapter, level difficulty, level mode to identify corect row
    /// POSTs and score to store.
    /// </summary>
    /// <returns></returns>
    IEnumerator UpdateLevelDataRoutine(bool star)
    {
        WWWForm form = new WWWForm();

        form.AddField("player_id", GameSaveUtility.GetID());
        form.AddField("level_objective", ObjectiveUtility.CurrentObjective);
        form.AddField("level_chapter", ObjectiveUtility.CurrentChapter.ToString());
        form.AddField("level_difficulty", ObjectiveUtility.CurrentDifficulty.ToString());
        form.AddField("level_mode", ObjectiveUtility.CurrentGameMode.ToString());
        form.AddField("level_score", ObjectiveUtility.Score);
        if (star)
        {
            form.AddField("level_star", ObjectiveUtility.EarnedStars); // if a star is earned, POST the star earned
        }

        using (UnityWebRequest www = UnityWebRequest.Post(path + "storelevels.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("storeLevel"))
                {
                    if (www.GetResponseHeaders()["storeLevel"] == "true")
                    {
                        Debug.Log("Level score successfully updated");
                    }
                    else
                    {
                        Debug.Log("Level score failed up upate");
                    }
                }
            }
        }
    }
    /// <summary>
    /// Posts the earned stars to the player university using the account ID
    /// </summary>
    /// <returns></returns>
    IEnumerator UpdateLeaderboardRoutine()
    {
        WWWForm form = new WWWForm();

        form.AddField("player_id", GameSaveUtility.GetID());
        form.AddField("player_team", GameSaveUtility.GetUniversity());
        form.AddField("earnedStars", ObjectiveUtility.EarnedStars); // php will add the earned stars to the total stars of the player

        using (UnityWebRequest www = UnityWebRequest.Post(path + "updateleaderboard.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("leaderboardUpdated"))
                {
                    if (www.GetResponseHeaders()["leaderboardUpdated"] == "true")
                    {
                        Debug.Log("Team score updating succesfully");
                        // Print Body
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                    else
                    {
                        Debug.Log("Score saving failed");
                    }
                }
            }
        }
    }
Exemple #8
0
    public void SaveGobal <T1, T2>(string componentName, string value)
        where T1 : ISave <T2>
    {
        if (string.IsNullOrEmpty(componentName))
        {
            return;
        }
        string ISaveName = typeof(T1).Name;

        GobalData gobalData = GameSaveUtility.GetGobalObjectData(componentName);

        if (null == gobalData)
        {
            gobalData = GameSaveUtility.AddGobalObjectData(componentName);
        }

        if (gobalData.SetValues.CheckEmpty())
        {
            gobalData.SetValues = new Dictionary <string, Dictionary <string, SetValue> >();
        }
        Dictionary <string, SetValue> setValues;

        if (gobalData.SetValues.ContainsKey(componentName))
        {
            setValues = gobalData.SetValues[componentName];
        }
        else
        {
            setValues = new Dictionary <string, SetValue>();
            gobalData.SetValues.Add(componentName, setValues);
        }

        SetValue setValue = new SetValue
        {
            FunOpera = ISaveName,
            Value    = value
        };

        if (setValues.ContainsKey(ISaveName))
        {
            setValues[ISaveName] = setValue;
        }
        else
        {
            setValues.Add(ISaveName, setValue);
        }
    }
Exemple #9
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.A))
     {
         transform.SaveComponent <SavePos, Transform>();
         gobalTest.SaveGobal <GobalTestDebug, GobalTest>();
         GameSaveUtility.SaveGame();
     }
     if (Input.GetKeyDown(KeyCode.S))
     {
         gameObject.LoadComponent <SavePos, Transform>();
         gobalTest.LoadGobal <GobalTestDebug, GobalTest>();
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         gobalTest.test = "567";
     }
 }
    /// <summary>
    /// 读取内存中的全局数据
    /// </summary>
    /// <typeparam name="T1">赋值操作对象类型。</typeparam>
    /// <typeparam name="T2">你希望保存组件对象类型
    /// 请务必保证该类型中的泛型,是你希望保存组件对象类型</typeparam>
    /// <param name="component">全局对象</param>
    /// <returns></returns>
    public static bool LoadGobal <T1, T2>(this T2 component)
        where T1 : ISave <T2>
    {
        if (component.CheckEmpty())
        {
            return(false);
        }
        string    componentName = typeof(T2).Name;
        GobalData gobalData     = GameSaveUtility.GetGobalObjectData(componentName);
        SetValue  setValue      = GameSaveUtility.GetGobalSetValue <T1, T2>(gobalData);

        if (null == setValue)
        {
            return(false);
        }
        bool result = gameSaveSystem.Load <T1, T2>(component, setValue);

        return(result);
    }
Exemple #11
0
 public void SetPlayerInfo()
 {
     if (progress1 > 0)
     {
         GameSaveUtility.SetChapProgress(1);
     }
     if (progress2 > 0)
     {
         GameSaveUtility.SetChapProgress(2);
     }
     if (progress3 > 0)
     {
         GameSaveUtility.SetChapProgress(3);
     }
     GameSaveUtility.SavePlayerName(playerName);
     GameSaveUtility.SaveUniversity(playerTeam);
     GameSaveUtility.AddTotalBalance(playerMoney);
     GameSaveUtility.SetTotalStar(playerStars);
     PlayerPrefs.Save();
 }
    /// <summary>
    /// Tests the connection.
    /// </summary>
    /// <returns>The connection.</returns>
    /// <param name="action">Action.</param>
    IEnumerator TestConnection()
    {
        WWWForm form = new WWWForm();

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

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
                Debug.Log("No connection. No progress will be saved.");
                if (GameSaveUtility.OfflineMode != 2)
                {
                    GameSaveUtility.SetConnectionMode(1);
                }
            }
            else
            {
                Debug.Log("Connection established.");
                GameSaveUtility.SetConnectionMode(0);
            }
        }
    }
Exemple #13
0
 public void SaveGame()
 {
     Debug.Log("Game Saved");
     GameSaveUtility.gameSaveData = GetSaveData();
     GameSaveUtility.Save();
 }
    /// <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);
                    }
                }
            }
        }
    }
    /// <summary>
    /// Using the Signup Canvas input fields to post account name, account password and email to PHP. Returns the account ID to store in GameSaveUtility
    /// </summary>
    /// <returns></returns>
    IEnumerator LoginUserRoutione()
    {
        WWWForm form = new WWWForm();

        form.AddField("account_name", loginCanvas.transform.GetChild(0).GetComponent <InputField>().text);
        form.AddField("account_pass", loginCanvas.transform.GetChild(1).GetComponent <InputField>().text);

        string[] dbText;
        bool     successfulLogin = false;

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

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                Debug.Log("Form load 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("LoginSucceed"))
                {
                    if (www.GetResponseHeaders()["LoginSucceed"] == "true")
                    {
                        Debug.Log("Login succesful");
                        dbText = www.downloadHandler.text.Split('\n'); // splits all echoed text from PHP
                        status = true;
                        GameSaveUtility.SaveID(int.Parse(dbText[1]));  // know that the ID is echoed on the 2nd line of the db text body"
                        successfulLogin = true;                        // boolean trigger to retrieve all player data
                    }
                    else
                    {
                        loginPopup.transform.GetChild(0).GetComponent <Text>().text = "ERROR: Login";
                        string bodyError = "Login failed: ";
                        if (www.GetResponseHeaders().ContainsKey("PasswordFail"))
                        {
                            bodyError += "Inccorect password.\n";
                        }
                        if (www.GetResponseHeaders().ContainsKey("AccountFail"))
                        {
                            bodyError += "Inccorect account name.\n";
                        }
                        loginPopup.transform.GetChild(1).GetComponent <Text>().text = bodyError;
                        loginPopup.SetActive(true);
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                }
                else
                {
                    // Failed
                    loginPopup.transform.GetChild(0).GetComponent <Text>().text = "ERROR: Login";
                    loginPopup.transform.GetChild(1).GetComponent <Text>().text = "Unable to connect to server.";
                    loginPopup.SetActive(true);
#if (UNITY_EDITOR)
                    Debug.Log(www.downloadHandler.text);
#endif
                }
            }
        }

        // if successful login, retrieve all player data and store to PlayerPrefs
        if (successfulLogin)
        {
            form = new WWWForm();
            int playerID = GameSaveUtility.GetID();
            form.AddField("player_ID", playerID);
            form.AddField("request", "getlevels");

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

                if (www.isNetworkError || www.isHttpError)
                {
                    Debug.Log(www.error);
                }
                else
                {
                    Debug.Log("Form load 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)
                    {
                        Debug.Log(www.downloadHandler.text);
                        dbText = www.downloadHandler.text.Split('\n');
                        MenuData menuData = JsonUtility.FromJson <MenuData>(dbText[0]);
                        menuData.StoreLevels();                                               // store level information back into local PlayerPrefs
                        string     parsePlayer = dbText[1].Replace("[", "").Replace("]", ""); // format the player text outside of the array to be recognized as a PlayerData object JSON
                        PlayerData playerData  = JsonUtility.FromJson <PlayerData>(parsePlayer);
                        playerData.SetPlayerInfo();                                           // store player information back into the local PlayerPrefs
                    }
                    else
                    {
                        // Failed
                        loginPopup.transform.GetChild(0).GetComponent <Text>().text = "ERROR: Login";
                        loginPopup.transform.GetChild(1).GetComponent <Text>().text = "Unable to connect to server.";
                        loginPopup.SetActive(true);
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                }
            }

            if (successfulLogin)
            {
                canvasManager.SwitchCanvas("menus");
            }
        }
    }
    /// <summary>
    /// Using the Signup Canvas input fields to post account name, account password and email to PHP. Returns the account ID to store in GameSaveUtility
    /// </summary>
    /// <returns></returns>
    IEnumerator CreateNewUserRoutine()
    {
        string[] dbText;

        WWWForm form = new WWWForm();

        form.AddField("account_name", signupCanvas.transform.GetChild(0).GetComponent <InputField>().text);
        form.AddField("account_pass", signupCanvas.transform.GetChild(1).GetComponent <InputField>().text);
        form.AddField("confirm_pass", signupCanvas.transform.GetChild(2).GetComponent <InputField>().text);
        form.AddField("email", signupCanvas.transform.GetChild(3).GetComponent <InputField>().text);

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

            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
            }
            else
            {
                Debug.Log("Form load 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("UserCreation"))
                {
                    if (www.GetResponseHeaders()["UserCreation"] == "true")
                    {
                        Debug.Log("New account successful.");
                        dbText = www.downloadHandler.text.Split('\n');
                        status = true;
                        GameSaveUtility.SaveID(int.Parse(dbText[2])); // know that the ID is echoed on the 3rd line of the db text body
                        canvasManager.SwitchCanvas("input");
                    }
                    else
                    {
                        signupPopup.transform.GetChild(0).GetComponent <Text>().text = "ERROR: Create Account";
                        string bodyError = "Create account failed: ";
                        if (www.GetResponseHeaders().ContainsKey("PasswordMatch"))
                        {
                            bodyError += "Passwords do not match.\n";
                        }
                        if (www.GetResponseHeaders().ContainsKey("AccountFail"))
                        {
                            bodyError += "This account name has been taken. Please choose another.\n";
                        }
                        if (www.GetResponseHeaders().ContainsKey("EmailFail"))
                        {
                            bodyError += "There is already an account under this email.\n";
                        }
                        if (www.GetResponseHeaders().ContainsKey("EmailFormat"))
                        {
                            bodyError += "This is not a valid email.\n";
                        }
                        signupPopup.transform.GetChild(1).GetComponent <Text>().text = bodyError;
                        signupPopup.SetActive(true);
#if (UNITY_EDITOR)
                        Debug.Log(www.downloadHandler.text);
#endif
                    }
                }
                else
                {
                    // Failed
                    signupPopup.transform.GetChild(0).GetComponent <Text>().text = "ERROR: Create Account";
                    signupPopup.transform.GetChild(1).GetComponent <Text>().text = "Unable to connect to server.";
                    signupPopup.SetActive(true);
#if (UNITY_EDITOR)
                    Debug.Log(www.downloadHandler.text);
#endif
                }
            }
        }
    }