using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PlayFab;
using System.Threading.Tasks;
using PlayFab.ClientModels;
using UnityEngine.SceneManagement;
using TMPro;

public class Playfablogin : MonoBehaviour
{
     [Header("This Part From Here is MADE By GotYoHat;Who made the whole playfab connection things")]
    [Header("COSMETICS")]
    public static Playfablogin instance;
    public string MyPlayFabID;
    public string CatalogName;
    public List<GameObject> specialitems;
    public List<GameObject> disableitems;
    [Header("CURRENCY")]
    public string CurrencyName;
    public TextMeshPro currencyText;
    [SerializeField]
    public int coins;
    [Header("BANNED")]
    public string bannedscenename;
    [Header("TITLE DATA")]
    public TextMeshPro MOTDText;
    [Header("PLAYER DATA")]
    public TextMeshPro UserName;
    public string StartingUsername;
    public string name;
    [SerializeField]
    public bool UpdateName;
    [Header("This Part From Here is Edited By Bmix P.S Credit Me if You use!")]
    public List<GameObject> ModItems = new List<GameObject>();
    public TextMeshPro textmeshPro = GetComponent<TextMeshPro>();
    



    public void Awake()
    {
        instance = this;
    }

    void Start()
    {
        login();
        
    }

    public void login()
    {

        var request = new LoginWithCustomIDRequest
        {
            CustomId = SystemInfo.deviceUniqueIdentifier,
            CreateAccount = true,
            InfoRequestParameters = new GetPlayerCombinedInfoRequestParams
            {
                GetPlayerProfile = true
            }
        };
        PlayFabClientAPI.LoginWithCustomID(request, OnLoginSuccess, OnError);
    }

    public void OnLoginSuccess(LoginResult result)
    {
        Debug.Log("logging in");
        GetAccountInfoRequest InfoRequest = new GetAccountInfoRequest();
        PlayFabClientAPI.GetAccountInfo(InfoRequest, AccountInfoSuccess, OnError);
        GetVirtualCurrencies();
        GetMOTD();
    }

    public void AccountInfoSuccess(GetAccountInfoResult result)
    {
        MyPlayFabID = result.AccountInfo.PlayFabId;

        PlayFabClientAPI.GetUserInventory(new GetUserInventoryRequest(),
        (result) =>
        {
            foreach (var item in result.Inventory)
            {
                if (item.CatalogVersion == CatalogName)
                {
                    for (int i = 0; i < specialitems.Count; i++)
                    {
                        if (specialitems[i].name == item.ItemId)
                        {
                            specialitems[i].SetActive(true);
                        }
                    }
                    for (int i = 0; i < disableitems.Count; i++)
                    {
                        if (disableitems[i].name == item.ItemId)
                        {
                            disableitems[i].SetActive(false);
                        }
                    }


                    for(int i = 0; i < ModItems. Count; i++)
        {
          if (ModItems.activeSelf) 
          {
            textmeshPro.SetText("Your Mod items are enabled")//This runs if the ModItems are enabled by PlayFab
          }
          else
          {
            textmeshPro.SetText("Your Mod items are Not Enabled Restart your game!")//this runs if the ModItems are disabled by Playfab
          }


                }
            }
        },
        (error) =>
        {
            Debug.LogError(error.GenerateErrorReport());
        });
    }

    async void Update()
    { 
    }

    public void GetVirtualCurrencies()
    {
        PlayFabClientAPI.GetUserInventory(new GetUserInventoryRequest(), OnGetUserInventorySuccess, OnError);
    }

    void OnGetUserInventorySuccess(GetUserInventoryResult result)
    {
        coins = result.VirtualCurrency["HS"];
        currencyText.text = "You have " + coins.ToString() + " " + CurrencyName;
    }

    private void OnError(PlayFabError error)
    {
        if (error.Error == PlayFabErrorCode.AccountBanned)
        {
            SceneManager.LoadScene(bannedscenename);
        }

    }
    //Get TitleData

    public void GetMOTD()
    {
        PlayFabClientAPI.GetTitleData(new GetTitleDataRequest(), MOTDGot, OnError);
    }

    public void MOTDGot(GetTitleDataResult result)
    {
        if (result.Data == null || result.Data.ContainsKey("MOTD") == false)
        {
            Debug.Log("No MOTD");
            return;
        }
        MOTDText.text = result.Data["MOTD"];
        
    }


} 
by

C Sharp Online Compiler

Write, Run & Share C# code online using OneCompiler's C# online compiler for free. It's one of the robust, feature-rich online compilers for C# language, running on the latest version 8.0. Getting started with the OneCompiler's C# compiler is simple and pretty fast. The editor shows sample boilerplate code when you choose language as C# and start coding.

Read inputs from stdin

OneCompiler's C# online compiler supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample program which takes name as input and print your name with hello.

using System;
 
namespace Sample
{
  class Test
    {
      public static void Main(string[] args)
       {
         string name;
         name = Console.ReadLine();
         Console.WriteLine("Hello {0} ", name);
	}
     }
}

About C Sharp

C# is a general purpose object-oriented programming language by Microsoft. Though initially it was developed as part of .net but later it was approved by ECMA and ISO standards.

You can use C# to create variety of applications, like web, windows, mobile, console applications and much more using Visual studio.

Syntax help

Data types

Data TypeDescriptionRangesize
intTo store integers-2,147,483,648 to 2,147,483,6474 bytes
doubleto store large floating point numbers with decimalscan store 15 decimal digits8 bytes
floatto store floating point numbers with decimalscan store upto 7 decimal digits4 bytes
charto store single characters-2 bytes
stringto stores text-2 bytes per character
boolto stores either true or false-1 bit

Variables

Syntax

datatype variable-name = value;

Loops

1. If-Else:

When ever you want to perform a set of operations based on a condition or set of few conditions IF-ELSE is used.

if(conditional-expression) {
   // code
} 
else {
   // code
}

You can also use if-else for nested Ifs and If-Else-If ladder when multiple conditions are to be performed on a single variable.

2. Switch:

Switch is an alternative to If-Else-If ladder.

switch(conditional-expression) {    
case value1:    
 // code    
 break;  // optional  
case value2:    
 // code    
 break;  // optional  
...    
    
default:     
 // code to be executed when all the above cases are not matched;    
} 

3. For:

For loop is used to iterate a set of statements based on a condition.

for(Initialization; Condition; Increment/decrement) {
  // code  
} 

4. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition) {
 // code 
}

5. Do-While:

Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.

do {
  // code 
} while (condition);

Arrays

Array is a collection of similar data which is stored in continuous memory addresses. Array values can be fetched using index. Index starts from 0 to size-1.

Syntax

data-type[] array-name;

Methods

Method is a set of statements which gets executed only when they are called. Call the method name in the main function to execute the method.

Syntax

static void method-name() 
{
  // code to be executed
}