//will get unique code from server (not used) IEnumerator GetCodeFromServer1() { Player player = new Player(); UnityWebRequest www = UnityWebRequest.Get(ApiUtil.BASE_URL + "getUniqueCode/" + player.GetUserName() + "/" + SystemInfo.deviceUniqueIdentifier); //Debug.Log("URL: " + ApiUtil.BASE_URL + "getUniqueCode/" + player.GetUserName()); yield return(www.SendWebRequest()); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { string jsonString = www.downloadHandler.text; MyCodeModel myCode = JsonUtility.FromJson <MyCodeModel>(jsonString); enterCodeField.GetComponent <TMP_InputField>().text = myCode.myCode; isJoinedGame = true; myGameCode = myCode.myCode; } }
void GetCodeFromServer() { Debug.Log("CONNECTED: " + socketIOComponent.IsConnected); Player player = new Player(); Dictionary <string, string> inputData = new Dictionary <string, string>(); inputData.Add("userName", player.GetUserName()); inputData.Add("deviceId", SystemInfo.deviceUniqueIdentifier); socketIOComponent.Emit("getUniqueCode", new JSONObject(inputData), (JSONObject obj) => { string jsonString = obj[0].ToString(); print("-=-=-=jsonString-=-=>" + jsonString); MyCodeModel myCode = JsonUtility.FromJson <MyCodeModel>(jsonString); enterCodeField.GetComponent <TMP_InputField>().text = myCode.myCode; isJoinedGame = true; myGameCode = myCode.myCode; GameManager.Inst.Lobby_id = myGameCode; }); }