using JetBrains.Annotations; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using Newtonsoft.Json; public class Property { /* public string title; //The name of the property. public string group; //The colour, station or utility. public int value; //How much it costs to buy. public int houseCost; //How much it costs to buy a house on that property. */ public int property_id; public string property_name; public string property_group; public int? property_value; public int? property_cost; public int? property_rent; public int? property_house1; public int? property_house2; public int? property_house3; public int? property_house4; public int? property_hotel; public int houses = 0; //How many houses it has. (Can have up to 4) public bool hotel = false; //Whether it has a hotel or not. (Can only have 1) public bool mortgage = false; //Whether the property has been mortgaged. /* public Property(string name, string importGroup, int importValue, int house) //For houses. { //Initialising all the variables. title = name; group = importGroup; value = importValue; houseCost = house; } public Property(string name, string importGroup, int importValue) //For stations or utility. { //Initialising all the variables. title = name; group = importGroup; value = importValue; } */ public void addHouse() //Used to add a house. { if (!mortgage && (houses < 4) && !hotel) //Checks if there is not a mortgage and there are less than 4 houses and that there isn't a hotel. { houses += 1; //Adds a house to the property. } } public void removeHouse() //Used to remove a house. { if (houses > 0) //Checks if there is at least 1 house on the property. { houses -= 1; //Removes the house from the property. } } public void addHotel() //Used to add a hotel. { if (houses == 4) //Checks if the user has enough houses. { houses = 0; //Removes all the houses. hotel = true; //Creates the hotel. } } public void removeHotel() //Removes the hotel. { if (hotel) //Checks if they have a hotel already. { houses = 4; //Gives the user back their 4 houses. hotel = false; //Removes the hotel. } } public void mortgageProperty() //Mortgages the property. { if (!hotel && (houses == 0)) //Checks if there is not a hotel and if there are no houses. { mortgage = true; //Mortgages the property. } } public void unmortgageProperty() //Removes the mortgage on the property. { if (mortgage) //Checks if the property has been mortgaged. { mortgage = false; //Removes the mortgage. } } public string printTitle() { return property_name; } } public class properties : MonoBehaviour { public List data; int test; // Start is called before the first frame update void Start() { StartCoroutine(GetProperties()); } void Update() { if (data != null && test == 0) { Debug.Log(data[0].printTitle()); test++; } } IEnumerator GetProperties() { UnityWebRequest www = UnityWebRequest.Get(Domain.subDomain("includes/get-properties.inc.php")); yield return www.SendWebRequest(); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { // Show results as text string json = www.downloadHandler.text; data = JsonConvert.DeserializeObject>(json); } } public void currentProperty(int propertyNum) { Debug.Log(data[propertyNum].printTitle()); } }