Like
How do I use Like
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PickupController.cs
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73 // Are we jumping? (Initiated with jump button and not grounded yet)
77 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81 // When did the user start walking (Used for going into trot after a while)
87 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101 void Awake()
102 {
103 // PUN: automatically determine isControllable, if this GO has a PhotonView
104 PhotonView pv = this.gameObject.GetComponent
105 if (pv != null)
106 {
107 isControllable = pv.isMine;
108
109 // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110 if (this.AssignAsTagObject)
111 {
112 pv.owner.TagObject = this.gameObject;
113 }
114
115 // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116 if (pv.observed is Transform && !DoRotate)
117 {
118 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119 }
120 }
121
122
123 moveDirection = transform.TransformDirection(Vector3.forward);
124
125 _animation = GetComponent
126 if (!_animation)
127 Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129 if (!idleAnimation)
130 {
131 _animation = null;
132 Debug.Log("No idle animation found. Turning off animations.");
133 }
134 if (!walkAnimation)
135 {
136 _animation = null;
137 Debug.Log("No walk animation found. Turning off animations.");
138 }
139 if (!runAnimation)
140 {
141 _animation = null;
142 Debug.Log("No run animation found. Turning off animations.");
143 }
144 if (!jumpPoseAnimation && canJump)
145 {
146 _animation = null;
147 Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148 }
149 }
File name: ThirdPersonController.cs
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71 // Are we jumping? (Initiated with jump button and not grounded yet)
75 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
79 // When did the user start walking (Used for going into trot after a while)
85 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
92 void Awake()
93 {
94 moveDirection = transform.TransformDirection(Vector3.forward);
95
96 _animation = GetComponent
97 if (!_animation)
98 Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
99
100 /*
101 public AnimationClip idleAnimation;
102 public AnimationClip walkAnimation;
103 public AnimationClip runAnimation;
104 public AnimationClip jumpPoseAnimation;
105 */
106 if (!idleAnimation)
107 {
108 _animation = null;
109 Debug.Log("No idle animation found. Turning off animations.");
110 }
111 if (!walkAnimation)
112 {
113 _animation = null;
114 Debug.Log("No walk animation found. Turning off animations.");
115 }
116 if (!runAnimation)
117 {
118 _animation = null;
119 Debug.Log("No run animation found. Turning off animations.");
120 }
121 if (!jumpPoseAnimation && canJump)
122 {
123 _animation = null;
124 Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
125 }
126
127 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonViewHandler.cs
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173 //TODO: check if this can be internal protected (as source in editor AND as dll)
174 public static void LoadAllScenesToFix()
175 {
176 string[] scenes = System.IO.Directory.GetFiles(".", "*.unity", SearchOption.AllDirectories);
177
178 foreach (string scene in scenes)
179 {
180 EditorApplication.OpenScene(scene);
181
182 PhotonViewHandler.HierarchyChange();//TODO: most likely on load also triggers a hierarchy change
183
184 EditorApplication.SaveScene();
185 }
186
187 Debug.Log("Corrected scene views where needed.");
188 }
File name: PhotonViewInspector.cs
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21 public override void OnInspectorGUI()
22 {
23 #if UNITY_3_5
24 EditorGUIUtility.LookLikeInspector();
25 #endif
26 //EditorGUI.indentLevel = 1;
27
28 m_Target = (PhotonView)this.target;
29 bool isProjectPrefab = EditorUtility.IsPersistent(m_Target.gameObject);
30
31 if( m_Target.ObservedComponents == null )
32 {
33 m_Target.ObservedComponents = new System.Collections.Generic.List
34 }
35
36 if( m_Target.ObservedComponents.Count == 0 )
37 {
38 m_Target.ObservedComponents.Add( null );
39 }
40
41 EditorGUILayout.BeginHorizontal();
42 // Owner
43 if (isProjectPrefab)
44 {
45 EditorGUILayout.LabelField("Owner:", "Set at runtime");
46 }
47 else if (m_Target.isSceneView)
48 {
49 EditorGUILayout.LabelField("Owner", "Scene");
50 }
51 else
52 {
53 PhotonPlayer owner = m_Target.owner;
54 string ownerInfo = (owner != null) ? owner.name : "
55
56 if (string.IsNullOrEmpty(ownerInfo))
57 {
58 ownerInfo = "
59 }
60
61 EditorGUILayout.LabelField("Owner", "[" + m_Target.ownerId + "] " + ownerInfo);
62 }
63
64 // ownership requests
65 EditorGUI.BeginDisabledGroup(Application.isPlaying);
66 m_Target.ownershipTransfer = (OwnershipOption)EditorGUILayout.EnumPopup(m_Target.ownershipTransfer, GUILayout.Width(100));
67 EditorGUI.EndDisabledGroup();
68
69 EditorGUILayout.EndHorizontal();
70
71
72 // View ID
73 if (isProjectPrefab)
74 {
75 EditorGUILayout.LabelField("View ID", "Set at runtime");
76 }
77 else if (EditorApplication.isPlaying)
78 {
79 EditorGUILayout.LabelField("View ID", m_Target.viewID.ToString());
80 }
81 else
82 {
83 int idValue = EditorGUILayout.IntField("View ID [1.."+(PhotonNetwork.MAX_VIEW_IDS-1)+"]", m_Target.viewID);
84 m_Target.viewID = idValue;
85 }
86
87
88
89 // Locally Controlled
90 if (EditorApplication.isPlaying)
91 {
92 string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : "";
93 EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, m_Target.isMine);
94 }
95
96
97
98 //DrawOldObservedItem();
99 ConvertOldObservedItemToObservedList();
100
101
102 // ViewSynchronization (reliability)
103 if (m_Target.synchronization == ViewSynchronization.Off)
104 {
105 GUI.color = Color.grey;
106 }
107
108 EditorGUILayout.PropertyField( serializedObject.FindProperty( "synchronization" ), new GUIContent( "Observe option:" ) );
109
110 if( m_Target.synchronization != ViewSynchronization.Off &&
111 m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0 )
112 {
113 GUILayout.BeginVertical( GUI.skin.box );
114 GUILayout.Label( "Warning", EditorStyles.boldLabel );
115 GUILayout.Label( "Setting the synchronization option only makes sense if you observe something." );
116 GUILayout.EndVertical();
117 }
118
119 /*ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", m_Target.synchronization);
120 if (vsValue != m_Target.synchronization)
121 {
122 m_Target.synchronization = vsValue;
123 if (m_Target.synchronization != ViewSynchronization.Off && m_Target.observed == null)
124 {
125 EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it.");
126 }
127 }*/
128
129 DrawSpecificTypeSerializationOptions();
130
131 GUI.color = Color.white;
132 DrawObservedComponentsList();
133
134 // Cleanup: save and fix look
135 if (GUI.changed)
136 {
137 EditorUtility.SetDirty(m_Target);
138 PhotonViewHandler.HierarchyChange(); // TODO: check if needed
139 }
140
141 GUI.color = Color.white;
142 EditorGUIUtility.LookLikeControls();
143 }
File name: ServerSettingsInspector.cs
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17 public override void OnInspectorGUI()
18 {
19 ServerSettings settings = (ServerSettings)this.target;
20
21 #if UNITY_3_5
22 EditorGUIUtility.LookLikeInspector();
23 #endif
24
25
26 settings.HostType = (ServerSettings.HostingOption)EditorGUILayout.EnumPopup("Hosting", settings.HostType);
27 EditorGUI.indentLevel = 1;
28
29 switch (settings.HostType)
30 {
31 case ServerSettings.HostingOption.BestRegion:
32 case ServerSettings.HostingOption.PhotonCloud:
33 if (settings.HostType == ServerSettings.HostingOption.PhotonCloud)
34 settings.PreferredRegion = (CloudRegionCode)EditorGUILayout.EnumPopup("Region", settings.PreferredRegion);
35 settings.AppID = EditorGUILayout.TextField("AppId", settings.AppID);
36 settings.Protocol = (ConnectionProtocol)EditorGUILayout.EnumPopup("Protocol", settings.Protocol);
37
38 if (string.IsNullOrEmpty(settings.AppID) || settings.AppID.Equals("master"))
39 {
40 EditorGUILayout.HelpBox("The Photon Cloud needs an AppId (GUID) set.\nYou can find it online in your Dashboard.", MessageType.Warning);
41 }
42 break;
43
44 case ServerSettings.HostingOption.SelfHosted:
45 bool hidePort = false;
46 if (settings.Protocol == ConnectionProtocol.Udp && (settings.ServerPort == 4530 || settings.ServerPort == 0))
47 {
48 settings.ServerPort = 5055;
49 }
50 else if (settings.Protocol == ConnectionProtocol.Tcp && (settings.ServerPort == 5055 || settings.ServerPort == 0))
51 {
52 settings.ServerPort = 4530;
53 }
54 #if RHTTP
55 if (settings.Protocol == ConnectionProtocol.RHttp)
56 {
57 settings.ServerPort = 0;
58 hidePort = true;
59 }
60 #endif
61 settings.ServerAddress = EditorGUILayout.TextField("Server Address", settings.ServerAddress);
62 settings.ServerAddress = settings.ServerAddress.Trim();
63 if (!hidePort)
64 {
65 settings.ServerPort = EditorGUILayout.IntField("Server Port", settings.ServerPort);
66 }
67 settings.Protocol = (ConnectionProtocol)EditorGUILayout.EnumPopup("Protocol", settings.Protocol);
68 settings.AppID = EditorGUILayout.TextField("AppId", settings.AppID);
69 break;
70
71 case ServerSettings.HostingOption.OfflineMode:
72 EditorGUI.indentLevel = 0;
73 EditorGUILayout.HelpBox("In 'Offline Mode', the client does not communicate with a server.\nAll settings are hidden currently.", MessageType.Info);
74 break;
75
76 case ServerSettings.HostingOption.NotSet:
77 EditorGUI.indentLevel = 0;
78 EditorGUILayout.HelpBox("Hosting is 'Not Set'.\nConnectUsingSettings() will not be able to connect.\nSelect another option or run the PUN Wizard.", MessageType.Info);
79 break;
80
81 default:
82 DrawDefaultInspector();
83 break;
84 }
85
86 if (PhotonEditor.CheckPunPlus())
87 {
88 settings.Protocol = ConnectionProtocol.Udp;
89 EditorGUILayout.HelpBox("You seem to use PUN+.\nPUN+ only supports reliable UDP so the protocol is locked.", MessageType.Info);
90 }
91
92 settings.AppID = settings.AppID.Trim();
93
94 EditorGUI.indentLevel = 0;
95 SerializedObject sObj = new SerializedObject(this.target);
96 SerializedProperty sRpcs = sObj.FindProperty("RpcList");
97 EditorGUILayout.PropertyField(sRpcs, true);
98 sObj.ApplyModifiedProperties();
99
100 GUILayout.BeginHorizontal();
101 GUILayout.Space(20);
102 if (GUILayout.Button("Refresh RPCs"))
103 {
104 PhotonEditor.UpdateRpcList();
105 Repaint();
106 }
107 if (GUILayout.Button("Clear RPCs"))
108 {
109 PhotonEditor.ClearRpcList();
110 }
111 if (GUILayout.Button("Log HashCode"))
112 {
113 Debug.Log("RPC-List HashCode: " + RpcListHashCode() + ". Make sure clients that send each other RPCs have the same RPC-List.");
114 }
115 GUILayout.Space(20);
116 GUILayout.EndHorizontal();
117
118 //SerializedProperty sp = serializedObject.FindProperty("RpcList");
119 //EditorGUILayout.PropertyField(sp, true);
120
121 if (GUI.changed)
122 {
123 EditorUtility.SetDirty(target);
124 }
125 }
File name: NetworkingPeer.cs
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822 private void GameEnteredOnGameServer(OperationResponse operationResponse)
823 {
824 if (operationResponse.ReturnCode != 0)
825 {
826 switch (operationResponse.OperationCode)
827 {
828 case OperationCode.CreateGame:
829 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
830 {
831 Debug.Log("Create failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
832 }
833 SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
834 break;
835 case OperationCode.JoinGame:
836 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
837 {
838 Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
839 if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
840 {
841 Debug.Log("Most likely the game became empty during the switch to GameServer.");
842 }
843 }
844 SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
845 break;
846 case OperationCode.JoinRandomGame:
847 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
848 {
849 Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
850 if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
851 {
852 Debug.Log("Most likely the game became empty during the switch to GameServer.");
853 }
854 }
855 SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
856 break;
857 }
858
859 this.DisconnectToReconnect();
860 return;
861 }
862
863 this.State = global::PeerState.Joined;
864 this.mRoomToGetInto.isLocalClientInside = true;
865
866 Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
867 Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
868 this.ReadoutProperties(gameProperties, actorProperties, 0);
869
870 // the local player's actor-properties are not returned in join-result. add this player to the list
871 int localActorNr = (int)operationResponse[ParameterCode.ActorNr];
872
873 this.ChangeLocalID(localActorNr);
874 this.CheckMasterClient(-1);
875
876 if (this.mPlayernameHasToBeUpdated)
877 {
878 this.SendPlayerName();
879 }
880
881 switch (operationResponse.OperationCode)
882 {
883 case OperationCode.CreateGame:
884 SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
885 break;
886 case OperationCode.JoinGame:
887 case OperationCode.JoinRandomGame:
888 // the mono message for this is sent at another place
889 break;
890 }
891 }
File name: InstructionsScript.cs
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27 void OnGUI() {
28 if (this.gameScript.gameView == "instructions") {
29 GUI.skin = currentGUISkin;
30
31 this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
32
33 GUIStyle labelStyle = new GUIStyle(currentGUISkin.label);
34 labelStyle.alignment = TextAnchor.UpperLeft;
35 GUILayout.Label ("Instructions", "BigLabel");
36
37
38 scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
39
40 GUILayout.Label ("Object", "Subheader");
41
42 GUILayout.Label (@"The object of 2048-3D is to"
43 + " slide numbered blocks in such a way"
44 + " so that blocks with the same numbers collide"
45 + " and combine into a new block that is twice"
46 + " as much as the originals until"
47 + " the number 2048 is reached.", labelStyle);
48
49 GUILayout.Label ("Moving the Blocks", "Subheader");
50
51 GUILayout.Label (@"You cannot move blocks individually, but must"
52 + " move all blocks simultaneously in the same direction."
53 + " Blocks can move forward, backward, up, down, left"
54 + " and right along the green connectors."
55 + " Simply swipe any part of the screen to move up,"
56 + " down, left or right (keyboard: arrow keys). To move the"
57 + " blocks forward and backward use the"
58 + " big red arrow keys at the bottom of the screen (keyboard: a and z keys)."
59 + " When moving, all blocks that can slide in the chosen direction will move."
60 + " Any block moving toward another block with the same number will collide "
61 + " and form a single block with twice the number as the originals", labelStyle);
62
63
64 GUILayout.Label ("New Blocks", "Subheader");
65
66 GUILayout.Label (@"After each move is"
67 + " made a new block will appear randomly in an empty position."
68 + " This block will have a number of either 2 or 4."
69 + " For an extra challenge, there is a game option you can"
70 + " set so that zeros can also be assinged to a new block."
71 + " Zeros act like any other number in that they can"
72 + " collide with other zeros to make a block twice as much "
73 + " (which is still zero).", labelStyle);
74
75
76
77 GUILayout.Label ("Scoring and Finishing", "Subheader");
78
79 GUILayout.Label(@"For every block collision that occurs you receive"
80 + " the number of points of the newly"
81 + " created block. If after making a move"
82 + " all positions are filled and no new"
83 + " moves are possible, the game ends."
84 + " A separate high score / highest block is kept for each"
85 + " distinct combination of game options", labelStyle);
86
87
88 GUILayout.Label ("Game Layout Options", "Subheader");
89
90 GUILayout.Label (@"When I first made this game there"
91 + " was only one game layout, a 3x3x3 cube."
92 + " After testing it a bit, it was way to easy"
93 + " so the zero option was added."
94 + " It was still way to easy "
95 + " (e.g. you could swipe without even looking and get pretty far)."
96 + " Therefore there are now several diffent game layouts that"
97 + " make the game more challenging and fun.", labelStyle);
98
99 GUILayout.Label ("Game Timer Option", "Subheader");
100
101 GUILayout.Label (@"To give yourself even more of a challenge"
102 + " you can set game options to include a timer."
103 + " If a timer is chosen you have a specific"
104 + " amount of time to combined blocks to make the 64 block."
105 + " If you run out of time the game is over."
106 + " If you reach your target before the timer runs down you will"
107 + " receive additional time to reach the next target."
108 + " The time you received is as follows: \n"
109 + " 64: option time + 5 seconds (because the first one is the hardest!)\n"
110 + " 128: option time\n"
111 + " 256: 2X option time\n"
112 + " 512: 4X option time \n"
113 + " 1024: 8X option time \n"
114 + " you get the idea.", labelStyle);
115
116
117 GUILayout.Label ("Acknowledgements \nand Confessions", "Subheader");
118
119 GUILayout.Label (@"2048-3D is based upon the original" +
120 " 2048 game designed by Gabriele Cirulli " +
121 " \n\n" +
122 " Sound effects by freeSFX http://www.freesfx.co.uk.\n\n" +
123 " This game was designed using the Unity3D game engine.\n\n" +
124 " FOR MORE PROJECTS VISIT:" +
125 " https://code-projects.org/", labelStyle);
126
127
128 foreach (Touch touch in Input.touches) {
129 if (touch.phase == TouchPhase.Moved)
130 {
131 // dragging
132 this.scrollPosition.y += touch.deltaPosition.y;
133 }
134 }
135 GUILayout.EndScrollView();
136
137 if (GUILayout.Button ("Return to Menu")) {
138 this.gameScript.gameView = "menu";
139 }
140 }
141 }
File name: frmItems.cs
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237 private void txtsearch_TextChanged(object sender, EventArgs e)
238 {
239 sql = "SELECT * FROM tblitems WHERE ITEMID LIKE '%" + txtsearch.Text + "%' OR NAME LIKE '%" + txtsearch.Text + "%'";
240 config.Load_DTG(sql, dtglist);
241
242
243 maxcolumn = dtglist.Columns.Count - 1;
244
245 dtglist.Columns[maxcolumn].Visible = false;
246
247 }
File name: frmListReturned.cs
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22 private void frmListReturned_Load(object sender, EventArgs e)
23 {
24 sql = "SELECT concat(`FIRSTNAME`, `LASTNAME`) as 'FULLNAME',`STOCKRETURNNUMBER` as 'TRANSACTION#',`NAME` as 'ITEMNAME', `RETURNDATE` FROM `tblstock_return` r, `tblitems` i,`tblperson` p WHERE i.`ITEMID`=r.`ITEMID` and r.`OWNER_CUS_ID` =p.`SUPLIERCUSTOMERID` and p.TYPE not in ('Suplier')" +
25 " AND STOCKRETURNNUMBER LIKE '%" + txtsearch.Text + "%'";
26 config.Load_DTG(sql, dtglist);
27 }
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