public IEnumerator ShowWeatherCity3(string a) { GameObject input = GameObject.Find("SpringPowerUp"); weatherpowerup wp = input.GetComponent <weatherpowerup>(); a = wp.city3; string qrl = "http://api.openweathermap.org/data/2.5/find?q=" + a + "&type=accurate&mode=xml&lang=nl&units=imperial&appid=4f258e4971d0c07f770b8bc4759fb32e"; using (UnityWebRequest qww = UnityWebRequest.Get(qrl)) { yield return(qww.SendWebRequest()); if (qww.isNetworkError || qww.isHttpError) { print(qww.error); } else { print("Loaded following XML " + qww.downloadHandler.text); XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(qww.downloadHandler.text); city = xmlDoc.SelectSingleNode("cities/list/item/city/@name").InnerText; temp = xmlDoc.SelectSingleNode("cities/list/item/temperature/@value").InnerText; humidy = xmlDoc.SelectSingleNode("cities/list/item/humidity /@value").InnerText; clouds = xmlDoc.SelectSingleNode("cities/list/item/clouds/@value").InnerText; Title = xmlDoc.SelectSingleNode("cities /list/item/weather/@value").InnerText; print("City: " + city); print("Temperature: " + temp); print("humidity: " + humidy); print("Cloud : " + clouds); print("Title: " + Title); wp.ThirdCity.GetComponentInChildren <Text>().text = city + " " + temp + " F"; //float t; // Debug.Log("this is temp: " + temp); /* t= float.Parse(temp); * //Int32.TryParse(temp, out t); * Debug.Log("this is t: " + t); * if(t < 32) * { * Debug.Log("Wrap to Winter"); * SceneManager.LoadScene(7); * * } * else if(t >= 32 && t <= 70) { * Debug.Log("Wrap to Spring"); * SceneManager.LoadScene(1); * } * else if(t >= 90 && t <= 150) { * Debug.Log("Wrap to Summer"); * SceneManager.LoadScene(3); * } * else if(t > 70 && t < 90) { * Debug.Log("Wrap to Fall"); * SceneManager.LoadScene(6); * } */ Debug.Log("this in weathe function " + a); } } }
public IEnumerator ShowWeather() { string a = LocalIPAddress(); string url = "api.ipgeolocation.io/ipgeo?apiKey=63675d7f1aa14c7fbeda269fb00bee57&ip=" + a + "&fields=city"; //WWW www = new WWW(url); using (UnityWebRequest www = UnityWebRequest.Get(url)) { yield return(www.SendWebRequest()); if (www.isNetworkError || www.isHttpError) { print(www.error); } else { print(www.downloadHandler.text); ipcity = www.downloadHandler.text; string[] arr = ipcity.Split(':'); ipcity = arr[2]; ipcity = ipcity.Trim(new Char[] { '\"', '}' }); print("Loaded following: " + ipcity); print(www.downloadHandler.data); bruh = ipcity; } } print("BRUH:" + bruh); string qrl = "http://api.openweathermap.org/data/2.5/find?q=" + bruh + "&type=accurate&mode=xml&lang=nl&units=imperial&appid=4f258e4971d0c07f770b8bc4759fb32e"; //WWW qww = new WWW(qrl); using (UnityWebRequest qww = UnityWebRequest.Get(qrl)) { yield return(qww.SendWebRequest()); if (qww.isNetworkError || qww.isHttpError) { print(qww.error); } else { GameObject input = GameObject.Find("SpringPowerUp"); weatherpowerup w = input.GetComponent <weatherpowerup>(); print("Loaded following XML " + qww.downloadHandler.text); XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(qww.downloadHandler.text); city = xmlDoc.SelectSingleNode("cities/list/item/city/@name").InnerText; temp = xmlDoc.SelectSingleNode("cities/list/item/temperature/@value").InnerText; humidy = xmlDoc.SelectSingleNode("cities/list/item/humidity /@value").InnerText; clouds = xmlDoc.SelectSingleNode("cities/list/item/clouds/@value").InnerText; Title = xmlDoc.SelectSingleNode("cities /list/item/weather/@value").InnerText; print("City: " + city); print("Temperature: " + temp); print("humidity: " + humidy); print("Cloud : " + clouds); print("Title: " + Title); w.currentLocation.GetComponentInChildren <Text>().text = city + " " + temp + " F"; /*float t; * Debug.Log("this is temp: " + temp); * t= float.Parse(temp); * //Int32.TryParse(temp, out t); * Debug.Log("this is t: " + t); * if(t < 32) * { * Debug.Log("Wrap to Winter"); * SceneManager.LoadScene(7); * * } * else if(t >= 32 && t <= 70) { * Debug.Log("Wrap to Spring"); * SceneManager.LoadScene(1); * } * else if(t >= 90 && t <= 150) { * Debug.Log("Wrap to Summer"); * SceneManager.LoadScene(3); * } * else if(t > 70 && t < 90) { * Debug.Log("Wrap to Fall"); * SceneManager.LoadScene(6); * } */ } } }