// button that logs player in public void Button_Login() { ServerResponse response = UserRequestLibrary.LoginRequest(m_NameText, m_PasswordText); // if response is positive, save name and password, and load next scene if (response.ResponseType == EServerResponseType.OK) { // save name and password PlayerData.playerName = m_NameText.text.Remove(m_NameText.text.Length - 1); PlayerData.playerPassword = m_PasswordText.text.Remove(m_PasswordText.text.Length - 1); LoginBanner.gameObject.SetActive(true); LoginBannerText.text = response.Text; StartCoroutine(LoadStoryScene()); return; } // if response is error, print out error message if (response.ResponseType == EServerResponseType.ERROR) { LoginBanner.gameObject.SetActive(true); LoginBannerText.text = response.Text; Invoke("DisableLoginBanner", 2.0f); return; } }
public void Login() { // Set IP to the current ip text if not empty if (m_NewIPText.text == "") { return; } PlayerData.IP = m_NewIPText.text.Remove(m_NewIPText.text.Length - 1); ServerResponse sr = UserRequestLibrary.LoginRequest(m_NameText, m_PasswordText); // if response is positive, save name and password, and load next scene if (sr.ResponseType == EServerResponseType.OK) { // save name and password PlayerData.playerName = m_NameText.text.Remove(m_NameText.text.Length - 1); PlayerData.playerPassword = m_PasswordText.text.Remove(m_PasswordText.text.Length - 1); LoginBanner.gameObject.SetActive(true); LoginBannerText.text = sr.Text; StartCoroutine(LoadMainScene()); return; } // if response is error, print out error message if (sr.ResponseType == EServerResponseType.ERROR) { LoginBanner.gameObject.SetActive(true); LoginBannerText.text = sr.Text; Invoke("DisableLoginBanner", 2.0f); return; } }