Make splash text use json (haven't done attributes yet)
This commit is contained in:
2 files changed
+9
-5
No files matched your search
@@ -26,7 +26,9 @@ public class MenuScript : MonoBehaviour {
|
||||
updateText.text = "Latest: Loading...";
|
||||
}
|
||||
}
|
||||
if (PresistentData.randomSplashes != null) splashText.text = PresistentData.randomSplashes[Random.Range(0, PresistentData.randomSplashes.Length)];
|
||||
if (PresistentData.randomSplashes != null && PresistentData.randomSplashes.Count != 0) {
|
||||
splashText.text = PresistentData.randomSplashes[Random.Range(0, PresistentData.randomSplashes.Count)]["content"].ToString();
|
||||
}
|
||||
copyrightText.text = $"\\u00A9 {System.DateTime.Now.Year} Lncvrt. All rights reserved.";
|
||||
|
||||
if (!Application.isMobilePlatform && !Application.isEditor) {
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
@@ -8,7 +9,7 @@ public class PresistentData : MonoBehaviour {
|
||||
public static PresistentData Instance;
|
||||
private bool loadingDone = false;
|
||||
public static string latestVersion = null;
|
||||
public static string[] randomSplashes = null;
|
||||
public static JArray randomSplashes = new();
|
||||
|
||||
private async void Awake() {
|
||||
if (Instance != null && Instance != this) {
|
||||
@@ -48,13 +49,14 @@ public class PresistentData : MonoBehaviour {
|
||||
request.SetRequestHeader("ClientVersion", Application.version);
|
||||
request.SetRequestHeader("ClientPlatform", Application.platform.ToString());
|
||||
await request.SendWebRequest();
|
||||
randomSplashes = request.downloadHandler.text.Split("\n") ?? null;
|
||||
randomSplashes = JArray.Parse(request.downloadHandler.text);
|
||||
if (
|
||||
SceneManager.GetActiveScene().name == "MainMenu" &&
|
||||
randomSplashes != null &&
|
||||
GameObject.Find("Canvas/SplashText").TryGetComponent<TextMeshProUGUI>(out var text)
|
||||
GameObject.Find("Canvas/SplashText").TryGetComponent<TextMeshProUGUI>(out var text) &&
|
||||
randomSplashes.Count != 0
|
||||
) {
|
||||
text.text = randomSplashes[Random.Range(0, randomSplashes.Length)];
|
||||
text.text = randomSplashes[Random.Range(0, randomSplashes.Count)]["content"].ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user