Using spreadsheet to remotely change a password?

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9 years 2 months ago #1024 by jimmyt3d
Hi Frank,

Currently I have a basic password system on my game in the form of the following script -
#pragma strict

var password : String = "";
function OnGUI () {

password = GUI.PasswordField (Rect (Screen.width/2, Screen.height / 1.95, 256, 32), password, "*" [0], 25);

if (password == "password123") 
{

Application.LoadLevel("Level_1");

}

}

However what would be really good, would be if I could remotely change the password from the Google spreadsheet, so that the script looks to the plugin/spreadsheet rather than a baked in password like it is at the moment.

Would it be possible to modify this script to achieve this?

Many thanks

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9 years 2 months ago #1025 by Frank
Yes, you can store game data in your spreadsheet and it will be downloaded.

You can create a new term (or row in the spreadsheet) named "GamePassword" or anything that fits. And for every language, set the password as its translation.

Then, in the game, execute
password = I2.Loc.ScriptLocalization.Get("GamePassword", false);

Hope that helps,
Frank

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9 years 2 months ago #1028 by jimmyt3d
Hi Frank,
Thanks for your help, I am almost there, I have written the following script and attached it to the password input field.
public class PasswordInput2 : MonoBehaviour {

	public void PassWordCheck(string incomingPassword)
	{
		incomingPassword = I2.Loc.ScriptLocalization.Get("GamePassword", false);
		{

		if (incomingPassword == "GamePassword")
		{
			Application.LoadLevel("Level_1");
	}
}
}
}

Without your line, the password box accepts whatever I put in the (incomingPassword == "???") field as the password and correctly loads the level.
If I add your line in, I get the error - "The name 'password' does not exist in the current context", so I changed 'password' to 'incomingPassword' and the error disappears and the game loads, however nothing happens when I put the password in.
I assume I am missing something to connect the password in the plugin to the 'incomingPassword' field?

Many thanks

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9 years 2 months ago #1029 by Frank
Hi,
I think you should compare the incoming password with the one you get from I2.
public class PasswordInput2 : MonoBehaviour {

	public void PassWordCheck(string incomingPassword)
	{
		var RealPassword = I2.Loc.ScriptLocalization.Get("GamePassword", false);
		

		if (incomingPassword == RealPassword)
		{
			Application.LoadLevel("Level_1");
  	  	}
  	}
}

Hope that helps,
Frank

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Are you :-( Please lets us know how to improve it!
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The following user(s) said Thank You: jimmyt3d

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9 years 2 months ago #1031 by jimmyt3d
Hi Frank,

That works perfectly, thanks for your help! :)

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7 years 2 weeks ago - 7 years 2 weeks ago #2628 by jimmyt3d
Hi Frank,

I have just updated Unity to 5.6.4 (was previously on 5.3.5) and I2Loc to v2.8.1f1 (was previously on v2.7.0f1) and am now getting the following error for this script -

Assets/Scripts/PasswordInput2.cs(11,29): error CS0234: The type or namespace name `ScriptLocalization' does not exist in the namespace `I2.Loc'. Are you missing an assembly reference?

Has something changed in the latest version to cause this?

My full script which has always worked prior to this update, is as follows -
using UnityEngine;
using System.Collections;

public class PasswordInput2 : MonoBehaviour {

		public GameObject myObject;
	public GameObject myObject2;

	public void PassWordCheck(string incomingPassword)
	{
		var RealPassword = I2.Loc.ScriptLocalization.Get("Maps_Password", false);


		if (incomingPassword == RealPassword)
		{
			myObject.SetActive(false);
			myObject2.SetActive(true);
								}
		else
		{
			myObject.SetActive(true);
			myObject2.SetActive(false);
	}
}
}





Many thanks
Attachments:
Last edit: 7 years 2 weeks ago by jimmyt3d.

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