Exemple #1
0
    private IEnumerator RecoverQuestionRequest(string username)
    {
        UnityWebRequest recoverQuestionRequest = UnityWebRequest.Get("https://unitrivia.herokuapp.com/api/login/recover/question");

        recoverQuestionRequest.SetRequestHeader("username", username);
        yield return(recoverQuestionRequest.SendWebRequest());

        Debug.Log("ResponseCode: " + recoverQuestionRequest.responseCode);

        if (recoverQuestionRequest.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("ERROR CONNECTION:" + recoverQuestionRequest.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (recoverQuestionRequest.responseCode != 200)
        {
            Debug.Log("ERROR LOGIN:"******"Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("EXITO RECOVER:" + recoverQuestionRequest.downloadHandler.text);

            QuestionInput.text         = recoverQuestionRequest.downloadHandler.text;
            UsernameInput.interactable = false;
            SecondContainer.SetActive(true);
        }
    }
    private IEnumerator AddCoinRequest(string token)
    {
        UnityWebRequest addCoinRequest = UnityWebRequest.Post("https://unitrivia.herokuapp.com/api/tienda/insertarMonedas", "");

        addCoinRequest.SetRequestHeader("jwt", token);
        addCoinRequest.SetRequestHeader("cantidad", "1");
        yield return(addCoinRequest.SendWebRequest());

        Debug.Log("ResponseCode: " + addCoinRequest.responseCode);

        if (addCoinRequest.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("ERROR CONNECTION:" + addCoinRequest.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (addCoinRequest.responseCode != 200)
        {
            Debug.Log("ERROR ADDCOIN:" + addCoinRequest.downloadHandler.text);
            ServerReturn result = ServerReturn.CreateFromJSON(addCoinRequest.downloadHandler.text);

            ErrorDataScript.setErrorText(result.message);
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("EXITO ADDCOIN:" + addCoinRequest.downloadHandler.text);
            UserDataScript.addCoins(1);
            Debug.Log("Insertada 1 moneda");
        }
    }
Exemple #3
0
    private IEnumerator DeleteProfileRequest(string token)
    {
        UnityWebRequest requestDeleteProfile = UnityWebRequest.Delete("https://unitrivia.herokuapp.com/api/profile");

        requestDeleteProfile.SetRequestHeader("jwt", token);
        yield return(requestDeleteProfile.SendWebRequest());

        //Debug.Log("ResponseCode: " + requestDeleteProfile.responseCode);

        if (requestDeleteProfile.result == UnityWebRequest.Result.ConnectionError)
        {
            //Debug.Log("ERROR CONNECTION:" + requestDeleteProfile.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (requestDeleteProfile.responseCode != 200)
        {
            //Debug.Log("ERROR DELETE:" + requestDeleteProfile.downloadHandler.text);
            ServerReturn result = ServerReturn.CreateFromJSON(requestDeleteProfile.downloadHandler.text);

            ErrorDataScript.setErrorText(result.message);
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            //Debug.Log("EXITO DELETE:" + requestDeleteProfile.downloadHandler.text);

            SuccessDataScript.setSuccessText("Usuario eliminado correctamente!");
            SuccessDataScript.setReturnScene("Login Scene");
            SceneManager.LoadScene("Success Scene", LoadSceneMode.Additive);
        }
    }
Exemple #4
0
    private IEnumerator ProfileRequest(string token)
    {
        UnityWebRequest requestProfile = UnityWebRequest.Get("https://unitrivia.herokuapp.com/api/profile");

        requestProfile.SetRequestHeader("jwt", token);
        yield return(requestProfile.SendWebRequest());

        if (requestProfile.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("ERROR CONNECTION:" + requestProfile.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (requestProfile.responseCode != 200)
        {
            Debug.Log("ERROR PROFILE:" + requestProfile.downloadHandler.text);
            ServerReturn result = ServerReturn.CreateFromJSON(requestProfile.downloadHandler.text);

            ErrorDataScript.setErrorText(result.message);
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("EXITO PROFILE:" + requestProfile.downloadHandler.text);
            ProfileReturn result = ProfileReturn.CreateFromJSON(requestProfile.downloadHandler.text);

            // Save player data
            UserDataScript.setInfo("username", result._id);
            UserDataScript.setInfo("email", result.mail);
            UserDataScript.setInfo("question", result.preg);
            UserDataScript.setInfo("answer", result.res);
            UserDataScript.setInfo("avatar", result.avtr);
            UserDataScript.setInfo("banner", result.bnr);
            UserDataScript.setInfo("ficha", result.fich);
            UserDataScript.setCoins(result.cns);
            UserDataScript.setStats(result.nj, result.ng);
            UserDataScript.setItems(result.rfs);
        }
    }
Exemple #5
0
    private IEnumerator RegisterRequest(string username, string password, string email, string preg, string res)
    {
        UnityWebRequest requestRegister = UnityWebRequest.Post("https://unitrivia.herokuapp.com/api/register", "");

        requestRegister.SetRequestHeader("username", username);
        requestRegister.SetRequestHeader("password", password);
        requestRegister.SetRequestHeader("email", email);
        requestRegister.SetRequestHeader("preg", preg);
        requestRegister.SetRequestHeader("res", res);
        yield return(requestRegister.SendWebRequest());

        Debug.Log("ResponseCode: " + requestRegister.responseCode);

        if (requestRegister.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("ERROR CONNECTION:" + requestRegister.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (requestRegister.responseCode != 200)
        {
            Debug.Log("ERROR REGISTRO:" + requestRegister.downloadHandler.text);
            ServerReturn result = ServerReturn.CreateFromJSON(requestRegister.downloadHandler.text);

            ErrorDataScript.setErrorText(result.message);
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("EXITO REGISTRO:" + requestRegister.downloadHandler.text);
            //Guardar Token usuario

            SuccessDataScript.setSuccessText("Registro realizado correctamente!");
            SuccessDataScript.setReturnScene("Login Scene");
            SceneManager.LoadScene("Success Scene", LoadSceneMode.Additive);
        }
    }
Exemple #6
0
    private IEnumerator ChangePasswordRequest(string username, string answer, string password)
    {
        UnityWebRequest requestChangePassword = UnityWebRequest.Post("https://unitrivia.herokuapp.com/api/login/recover/password", "");

        requestChangePassword.SetRequestHeader("username", username);
        requestChangePassword.SetRequestHeader("res", answer);
        requestChangePassword.SetRequestHeader("newpassword", password);
        yield return(requestChangePassword.SendWebRequest());

        Debug.Log("ResponseCode: " + requestChangePassword.responseCode);

        if (requestChangePassword.result == UnityWebRequest.Result.ConnectionError)
        {
            Debug.Log("ERROR CONNECTION:" + requestChangePassword.result);

            ErrorDataScript.setErrorText("Error de conexión");
            ErrorDataScript.setButtonMode(1);
            SceneManager.LoadScene("Error Scene", LoadSceneMode.Additive);
        }
        else if (requestChangePassword.responseCode != 200)
        {
            Debug.Log("ERROR LOGIN:"******"Error Scene", LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("EXITO LOGIN:"******"Cambio realizado correctamente!");
            SuccessDataScript.setReturnScene("Login Scene");
            SceneManager.LoadScene("Success Scene", LoadSceneMode.Additive);
        }
    }
Exemple #7
0
        /// <summary>
        /// The complete upload bar progress.
        /// </summary>
        private IEnumerator Share()
        {
            progressBar.SetMessage("Instellingen opslaan..");
            progressBar.Percentage(0.2f);

            ChangeState(SharingState.SHARING_SCENE);
            yield return(new WaitForEndOfFrame());

            var jsonScene = JsonUtility.ToJson(sceneSerializer.SerializeScene(editAllowToggle.isOn), true);
            //Post basic scene, and optionaly get unique tokens in return
            UnityWebRequest sceneSaveRequest = UnityWebRequest.Put(Config.activeConfiguration.sharingBaseURL + "customUpload.php", jsonScene);

            sceneSaveRequest.SetRequestHeader("Content-Type", "application/json");
            yield return(sceneSaveRequest.SendWebRequest());

            if (sceneSaveRequest.isNetworkError || sceneSaveRequest.isHttpError || !sceneSaveRequest.downloadHandler.text.StartsWith("{"))
            {
                ChangeState(SharingState.SERVER_PROBLEM);
                yield break;
            }
            else
            {
                //Check if we got some tokens for model upload, and download them 1 at a time.
                ServerReturn serverReturn = JsonUtility.FromJson <ServerReturn>(sceneSaveRequest.downloadHandler.text);
                sceneSerializer.sharedSceneId = serverReturn.sceneId;
                Debug.Log("Scene return: " + sceneSaveRequest.downloadHandler.text);

                if (serverReturn.modelUploadTokens.Length > 0)
                {
                    progressBar.SetMessage("Objecten opslaan..");
                    progressBar.Percentage(0.3f);
                    var currentModel = 0;
                    while (currentModel < serverReturn.modelUploadTokens.Length)
                    {
                        progressBar.SetMessage("Objecten opslaan.. " + (currentModel + 1) + "/" + serverReturn.modelUploadTokens.Length);
                        var jsonCustomObject = JsonUtility.ToJson(sceneSerializer.SerializeCustomObject(currentModel, serverReturn.sceneId, serverReturn.modelUploadTokens[currentModel].token), false);

                        UnityWebRequest modelSaveRequest = UnityWebRequest.Put(Config.activeConfiguration.sharingBaseURL + "customUpload.php?sceneId=" + serverReturn.sceneId + "&meshToken=" + serverReturn.modelUploadTokens[currentModel].token, jsonCustomObject);
                        modelSaveRequest.SetRequestHeader("Content-Type", "application/json");
                        yield return(modelSaveRequest.SendWebRequest());

                        if (modelSaveRequest.isNetworkError || modelSaveRequest.isHttpError)
                        {
                            ChangeState(SharingState.SERVER_PROBLEM);
                            yield break;
                        }
                        else
                        {
                            Debug.Log("Model return: " + modelSaveRequest.downloadHandler.text);
                            currentModel++;
                            var currentModelLoadPercentage = (float)currentModel / ((float)serverReturn.modelUploadTokens.Length);
                            progressBar.Percentage(0.3f + (0.7f * currentModelLoadPercentage));
                            yield return(new WaitForSeconds(0.2f));
                        }
                    }
                }

                //Make sure the progressbar shows 100% before jumping to the next state
                progressBar.Percentage(1.0f);
                yield return(new WaitForSeconds(0.1f));

                ChangeState(SharingState.SHOW_URL);
                Debug.Log(Config.activeConfiguration.sharingViewUrl + serverReturn.sceneId);
                JavascriptMethodCaller.ShowUniqueShareToken(true, serverReturn.sceneId);
                yield return(null);
            }
        }