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Mar 17th, 2018
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  1. //
  2. // ON 'CONTINUE' BUTTON CLICK THE BELOW FUNCTION IS CALLED WHICH SAVES CHARACTER'S NAME AND GENDER IN VARIABLES IN CONSTANT.CS
  3. // SCRIPT
  4. //
  5.  
  6.  
  7. public void OnSubmitButtonClick ()
  8. {
  9. if (txtUserName.text.Trim (' ').Length > 0) {
  10. PreloaderScript.instance.OnEnabledLoderLogin ();
  11.  
  12. Constants.Username = txtUserName.text; // SETTING PLAYER NAME FOR AVTAR FROM CHARACTER SELECTION INPUT SCREEN TEXT
  13.  
  14. Debug.Log("txtUserName" + txtUserName + "constant" + Constants.Username);
  15.  
  16. PlayerPrefs.SetString ("Username", Constants.Username); // SETTING THE DATA TO PLAYER PERFS FOR LATER USE
  17.  
  18. if (index >= ObjCharacter.Length) {
  19. index = 0;
  20. }
  21. if (index == 0) {
  22. PlayerPrefs.SetString ("SelectedChar", "Female");
  23. Constants.CharSelected = "Female"; // GETTING CHARACTER GENDER FROM SELECTION AND SETTING DATA TO CONSTANTS SCRIPT
  24. Constants.gender = "F";
  25. } else {
  26. PlayerPrefs.SetString ("SelectedChar", "Male");
  27. Constants.CharSelected = "Male"; // GETTING CHARACTER GENDER FROM SELECTION AND SETTING DATA TO CONSTANTS SCRIPT
  28. Constants.gender = "M";
  29. }
  30.  
  31. LoginScript.instance.OnAutoLogin (); // CALLS THE ON AUTO LOGIN SCRIPT WHICH SENDS THE ABOVE DATA TO SERVER IN A JSON OBJECT
  32.  
  33.  
  34. } else {
  35. MessageSubPopup.SetActive (true);
  36. SoundManagerScript.instance.OnPlaySlideSound ();
  37. AnimationScript.Inst.OnMoveUpAnimation (null, MessagePopup, MessageSubPopup, true, 0.59f);
  38. }
  39.  
  40.  
  41.  
  42.  
  43. //
  44. // BELOW IS THE FUNCTION WHICH GETS CALLED IN THE LOGINSCRIPT.CS
  45. // THIS FUNCTION CREATES A JSON OBJECT AND SENDS DATA TO GAME SERVER
  46. //
  47.  
  48.  
  49. internal void OnAutoLogin ()
  50. {
  51. if (Constants.Username == "" || Constants.Username == null || Constants.Username == "bhavesh")
  52. {
  53. Constants.Username = "Guest"; // SETTING DUMMY DATA IS USER FORGETS TO TYPE A AVTAR NAME
  54. }
  55.  
  56. if (Constants.deviceId == "" || Constants.deviceId == null)
  57. {
  58. Constants.deviceId = SystemInfo.deviceUniqueIdentifier; // IF A UNIQUE ID IS NOT SET EARLIER, GET A UNIQUE ID FROM
  59. // SYSTEM INFO AND SETS THIS IS CONSTANTS SCRIPT
  60. }
  61.  
  62. JSONObject gdata = new JSONObject(); // CREATING A NEW JSON OBJECT AND ADD DATA TO SEND TO SERVER
  63. gdata.AddField ("device_id", Constants.deviceId);
  64. gdata.AddField ("email", Constants.emailid);
  65. gdata.AddField ("gender", Constants.gender);
  66. gdata.AddField ("nickname", Constants.Username);
  67.  
  68. if (LocationManager.CenterWorldCoordinates == null) { // CHECK IF WE ARE GETTING LOCATION DATA
  69. print ("Location not found in your mobile");
  70. }
  71.  
  72. print ("Socket Connection - " + Constants.IsSocketConnected);
  73.  
  74. if (LocationManager.CenterWorldCoordinates != null && Constants.IsSocketConnected) {
  75.  
  76. //IF WE ARE GETTING LOCATION DATA ADD THEM TO 'gdata' JSON OBJECT
  77. // LATITUDE AND LONGITUDE ARE REQUIRED TO GET PLAYER CURRENT LOCATION
  78. //TO CREATE THE VIRTUAL MAP AND ADD PLAYER TO THAT LOCATION ALONG WITH THE LOCATION OF ITEMS WE WILL GET FROM SERVER
  79.  
  80. gdata.AddField("lat", LocationManager.CenterWorldCoordinates.latitude.ToString());
  81. gdata.AddField("lng", LocationManager.CenterWorldCoordinates.longitude.ToString());
  82.  
  83. // SEND THE 'gdata' JSON OBJECT TO WEBSOCKET SCRIPT WHICH SENDS JSON TO GAME SERVER THROUGH SOCKET
  84.  
  85. Cipherhex_WebSocket.instance.SendMessage(gdata, "device_login");
  86.  
  87. } else {
  88. print ("Called In Login Script 44444");
  89. Invoke ("OnAutoLogin", 1.5f);
  90. }
  91.  
  92. }
  93.  
  94. //
  95. // THIS IS THE FUNCTIONS FROM 'Cipherhex_WebSocket.cs' SCRIPTS WHICH SENDS THE ABOVE CREATED JSON TO SERVER.
  96. // ONCE THAT DATA IS SENT TO GAME SERVER AND IS AUTHENTICATED. GAME SERVER SENDS US DATA IN JSON WHICH CONTAINS THE
  97. // LOCATION CO-ORDINATES OF CHEST AND COINS TO PLACE ON MAP AND OTHER DATA FOR GAME LIKE RIDDLES ASSOCIATED WITH THE ITEMS.
  98. //
  99.  
  100. //
  101. // BELOW IS OUR GAME SERVER URL WHICH WE CONNECT FOR CONNECTION
  102. //
  103.  
  104. internal WebSocket w = new WebSocket ("wss://proxy.cryptohuntga.me/ws");
  105.  
  106.  
  107. //
  108. // THIS IS FUNCTION WHICH IS CALLED FROM THE ABOVE 'OnAutoLogin' FUNCTION
  109. //
  110.  
  111. internal void SendMessage (JSONObject jdata, string en)
  112. {
  113. JSONObject data = new JSONObject ();
  114. data.AddField ("type", en);
  115. data.AddField ("data", jdata);
  116. w.Send (data.Print ());
  117. }
  118.  
  119. //
  120. // ULTIMATELY DATA IS SENT WITH THE WEBSOCET.CS SCRIPT
  121. //
  122.  
  123. /// <summary>
  124. /// Sends a text <paramref name="data"/> using the WebSocket connection.
  125. /// </summary>
  126. /// <param name="data">
  127. /// A <see cref="string"/> that represents the text data to send.
  128. /// </param>
  129. public void Send (string data)
  130. {
  131. var msg = checkIfCanSend (() => data.CheckIfValidSendData ());
  132. if (msg != null) {
  133. _logger.Error (msg);
  134. error (msg);
  135.  
  136. return;
  137. }
  138.  
  139. var rawData = Encoding.UTF8.GetBytes (data);
  140. if (rawData.LongLength <= FragmentLength)
  141. send (Opcode.TEXT, rawData);
  142. else
  143. send (Opcode.TEXT, new MemoryStream (rawData));
  144. }
  145.  
  146.  
  147. //
  148. // ONCE WE GET A RESPONSE FROM SERVER IN THE FORM OF JSON DATA PLAYER IS ABLE TO ENTER AND PLAY GAME
  149. //
  150. //
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