using System.Collections; using UnityEngine; using UnityEngine.Networking; using UnityEngine.UI; public class MainMenu : MonoBehaviour { public Button PlayButton; //Imports the play button private string existingProperties; //The variable for the properties private string existingCards; void Start() { Debug.Log("User ID: " + UserManager.userID); Debug.Log("Username: " + UserManager.username); if (!PropertiesHandler.CheckPropertyExists()) //Checks if the properties file doesn't exist. { StartCoroutine(GetProperties()); //Downloads the properties json. } else if (!PropertiesHandler.CheckCardExists()) { StartCoroutine(GetCards()); //Downloads the cards json. } else { enabled = false; //Stops the update function. PlayButton.interactable = true; //Enables the play button } } void Update() { if (existingProperties != null) //Checks if the data has been downloaded { PropertiesHandler.SaveProperties(existingProperties); //Saves the downloaded data } if (existingCards != null) { PropertiesHandler.SaveCards(existingCards); //Saves the downloaded data } if (PropertiesHandler.CheckPropertyExists() && PropertiesHandler.CheckCardExists()) { PlayButton.interactable = true; //Enables the play button enabled = false; //Stops the update loop } } public void QuitGame() { Debug.Log("QUIT!"); Application.Quit(); } 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; existingProperties = json; //existingProperties = JsonConvert.DeserializeObject>(json); } } IEnumerator GetCards() { UnityWebRequest www = UnityWebRequest.Get(Domain.subDomain("includes/get-cards.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; existingCards = json; //existingProperties = JsonConvert.DeserializeObject>(json); } } }