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Question by Tjoeker · Jun 24, 2020 at 12:37 PM · coroutineloading screen

How do you change UI text in the middle of a method?

When launching the game, I'm loading a lot of data from a database. To lighten the pain I want to show a load bar to show the progress, along with a text informing the user what's being loaded. (in a funny format of course)

For example I have this code:

 public void Start()
     {
         if(LoadingState == LoadingState.StartFromDesktop)
         {
             SetText("Get Countries", 10);
             WorldModel.Countries = DataGameObjects.GetCountries();
 
             SetText("Get Continents", 25);
             WorldModel.SubContinents = DataGameObjects.GetSubContinents();
             WorldModel.Continents = DataGameObjects.GetContinents();
             WorldModel.Areas = DataGameObjects.GetAreas();
             WorldModel.States = DataGameObjects.GetStates();
         }
     }
 
     private void SetText(string text, int progress)
     {
         _task.text = text;
 
         _percentage.text = progress + " %";
         _progressbar.value = (float)progress / 100;
     }


Obviously, this doesn't do what I want. It just changes the text to 'Get Continents' at the end of the method, while freezing the loading screen because its busy.

I tried using Coroutines, but that threw an error because it wanted me to return a string of a method. Neither could I work it out using async tasks.

Any suggestions?

Also, what would be the best way to calculate the progress of loading an .sqlite file and .xml files?

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Answer by Tjoeker · Jun 24, 2020 at 01:53 PM

I don't think it's the cleanest solution, but I managed it by putting everything I had in the Start() in a coroutine:

 public void Start()
     {
         StartCoroutine(Load());
     }
 
     private IEnumerator Load()
     {
         if (LoadingState == LoadingState.StartFromDesktop)
         {
 
             StartCoroutine(SetText("test", 10));
             WorldModel.Countries = DataGameObjects.GetCountries();
 
             yield return new WaitForEndOfFrame();
 
             StartCoroutine(SetText("haha", 25));
             WorldModel.SubContinents = DataGameObjects.GetSubContinents();
             WorldModel.Continents = DataGameObjects.GetContinents();
             WorldModel.Areas = DataGameObjects.GetAreas();
             WorldModel.States = DataGameObjects.GetStates();
         }
     }
 
     private IEnumerator SetText(string text, int progress)
     {
         _task.text = text;
 
         _percentage.text = progress + " %";
         _progressbar.value = (float)progress / 100;
 
         yield return null;
     }

Obviously it needs some cleaning up and adding features. But this does what I wanted.

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