//Path filePath = Application.persistentDataPath; void Awake() { if (_This == null) { _This = this; } InitializeGame(); }
//SerializedProperty fileNameProperty; //SerializedProperty playerDataProperty; private void OnEnable() { filePath = Application.dataPath + gameDataProjectFilePath; //fileNameProperty = serializedObject.FindProperty("dataFileName"); //playerDataProperty = serializedObject.FindProperty("playerData"); PlayerDataHandler dataHandler = (PlayerDataHandler)target; playerData = dataHandler.playerData; }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
protected IEnumerator ChangePlayerData(Player.CharacterClass role, int amount, PlayerDataHandler DataHandler, AWebCoroutine handler) { while(GameManager.worldData == null){ WWW www2 = WWWX.Get(WebRequests.urlGetWorld, WebRequests.authenticatedParameters); while(!www2.isDone){www2 = WWWX.Get(WebRequests.urlGetWorld, WebRequests.authenticatedParameters);} GameManager.worldData = JSONDecoder.Decode<WorldData>(www2.text); } //string url = WebRequests.urlGetUserPlayerId(GameManager.worldData.GetUserIdFromRole(role),GameManager.worldData.GetPlayerIdFromRole(role)); string url = WebRequests.urlGetUserPlayers(GameManager.worldData.GetUserIdFromRole(role)); WWW www = WWWX.Get(url,WebRequests.authenticatedGodModeParameters); while(!www.isDone) { yield return www; } Debug.Log(www.text); //Does not contains balance and pending balance.....check wat server returns //Get the specific role we want PlayersData playersData = JSONDecoder.Decode<PlayersData>(www.text); PlayerData data = playersData.GetPlayerWithWorldId(GameManager.worldData.id); //Adjust the balance DataHandler(ref data,amount); string json = "{\"player\":{\"balance\":" + data.balance +",\"pending_balance\":" + data.pending_balance +"}}"; Debug.Log(json); Debug.Log(WebRequests.urlGetUserPlayerId(data.user_id,data.id)); www = WWWX.Put(WebRequests.urlGetUserPlayerId(data.user_id,data.id),json,WebRequests.authenticatedGodModeParameters); while(!www.isDone) { yield return 0; } //Conclude the Put IEnumerator e = ConcludePut(handler); yield return e.Current; while(e.MoveNext()) yield return e.Current; }
public void Init() { m_PlayerDataHandler = new PlayerDataHandler(); m_PlayerDataHandler.Init(); }