// need a way to serve up assets by id now. public UB_UnpackedAssetBundle GetAssetsByID(string id) { if (unpackedAssets.ContainsKey(id)) { if (unpackedAssets[id].Splash == null) { unpackedAssets[id].Splash = defaultSplash; } if (unpackedAssets[id].Banner == null) { unpackedAssets[id].Splash = defaultBanner; } return(unpackedAssets[id]); } else { var obj = new UB_UnpackedAssetBundle { ContentKey = "Default", PromoId = "Default", Splash = defaultSplash, Banner = defaultBanner }; return(obj); } }
void OnEnable() { Tips = PF_GameData.promoItems.FindAll((i) => { return(i.PromoType == PromotionalItemTypes.Tip); }).ToList(); if (this.Tips.Count > 0) { int rng = UnityEngine.Random.Range(0, this.Tips.Count - 1); this.CurrentTip = Tips[rng]; message.text = this.CurrentTip.PromoBody; } if (PF_GameData.MinimumInterstitialWait > 0) { waitTime = PF_GameData.MinimumInterstitialWait; } if (PF_GameData.PromoAssets.Count > 0) { ThanksForPlaying.gameObject.SetActive(false); int rng = UnityEngine.Random.Range(0, PF_GameData.PromoAssets.Count); UB_UnpackedAssetBundle assets = GameController.Instance.cdnController.GetAssetsByID(PF_GameData.PromoAssets[rng].PromoId); this.mainImage.overrideSprite = Sprite.Create(assets.Splash, new Rect(0, 0, assets.Splash.width, assets.Splash.height), new Vector2(0.5f, 0.5f)); } else { Debug.Log("No Assets found in PromoAssets"); } StartCoroutine(Spin()); }