There
How do I use There
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
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: NetworkingPeer.cs
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1411 public void OnStatusChanged(StatusCode statusCode)
1412 {
1413 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414 Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416 switch (statusCode)
1417 {
1418 case StatusCode.Connect:
1419 if (this.State == global::PeerState.ConnectingToNameServer)
1420 {
1421 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422 Debug.Log("Connected to NameServer.");
1423
1424 this.server = ServerConnection.NameServer;
1425 if (this.CustomAuthenticationValues != null)
1426 {
1427 this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428 }
1429 }
1430
1431 if (this.State == global::PeerState.ConnectingToGameserver)
1432 {
1433 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434 Debug.Log("Connected to gameserver.");
1435
1436 this.server = ServerConnection.GameServer;
1437 this.State = global::PeerState.ConnectedToGameserver;
1438 }
1439
1440 if (this.State == global::PeerState.ConnectingToMasterserver)
1441 {
1442 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443 Debug.Log("Connected to masterserver.");
1444
1445 this.server = ServerConnection.MasterServer;
1446 this.State = global::PeerState.ConnectedToMaster;
1447
1448 if (this.IsInitialConnect)
1449 {
1450 this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451 SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452 }
1453 }
1454
1455 this.EstablishEncryption(); // always enable encryption
1456
1457 if (this.IsAuthorizeSecretAvailable)
1458 {
1459 // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461 if (this.didAuthenticate)
1462 {
1463 this.State = global::PeerState.Authenticating;
1464 }
1465 }
1466 break;
1467
1468 case StatusCode.EncryptionEstablished:
1469 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470 if (this.server == ServerConnection.NameServer)
1471 {
1472 this.State = global::PeerState.ConnectedToNameServer;
1473
1474 if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475 {
1476 // this client is not setup to connect to a default region. find out which regions there are!
1477 this.OpGetRegions(this.mAppId);
1478 }
1479 }
1480
1481 // we might need to authenticate automatically now, so the client can do anything at all
1482 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483 {
1484 // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486 if (this.didAuthenticate)
1487 {
1488 this.State = global::PeerState.Authenticating;
1489 }
1490 }
1491 break;
1492
1493 case StatusCode.EncryptionFailedToEstablish:
1494 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496 break;
1497
1498 case StatusCode.Disconnect:
1499 this.didAuthenticate = false;
1500 this.isFetchingFriends = false;
1501 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505 {
1506 if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507 {
1508 this.State = global::PeerState.ConnectingToGameserver;
1509 }
1510 }
1511 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512 {
1513 if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514 {
1515 this.State = global::PeerState.ConnectingToMasterserver;
1516 }
1517 }
1518 else
1519 {
1520 if (this.CustomAuthenticationValues != null)
1521 {
1522 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523 }
1524
1525 this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526 SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527 }
1528 break;
1529
1530 case StatusCode.SecurityExceptionOnConnect:
1531 case StatusCode.ExceptionOnConnect:
1532 this.State = global::PeerState.PeerCreated;
1533 if (this.CustomAuthenticationValues != null)
1534 {
1535 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536 }
1537
1538 DisconnectCause cause = (DisconnectCause)statusCode;
1539 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540 break;
1541
1542 case StatusCode.Exception:
1543 if (this.IsInitialConnect)
1544 {
1545 Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546 if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547 {
1548 Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549 if (this.ServerAddress == this.mGameserver)
1550 {
1551 Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552 }
1553 }
1554
1555 this.State = global::PeerState.PeerCreated;
1556 cause = (DisconnectCause)statusCode;
1557 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558 }
1559 else
1560 {
1561 this.State = global::PeerState.PeerCreated;
1562
1563 cause = (DisconnectCause)statusCode;
1564 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565 }
1566
1567 this.Disconnect();
1568 break;
1569
1570 case StatusCode.TimeoutDisconnect:
1571 case StatusCode.ExceptionOnReceive:
1572 case StatusCode.DisconnectByServer:
1573 case StatusCode.DisconnectByServerLogic:
1574 case StatusCode.DisconnectByServerUserLimit:
1575 if (this.IsInitialConnect)
1576 {
1577 Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579 cause = (DisconnectCause)statusCode;
1580 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581 }
1582 else
1583 {
1584 cause = (DisconnectCause)statusCode;
1585 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586 }
1587 if (this.CustomAuthenticationValues != null)
1588 {
1589 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590 }
1591
1592 this.Disconnect();
1593 break;
1594
1595 case StatusCode.SendError:
1596 // this.mListener.clientErrorReturn(statusCode);
1597 break;
1598
1599 case StatusCode.QueueOutgoingReliableWarning:
1600 case StatusCode.QueueOutgoingUnreliableWarning:
1601 case StatusCode.QueueOutgoingAcksWarning:
1602 case StatusCode.QueueSentWarning:
1603 // this.mListener.warningReturn(statusCode);
1604 break;
1605
1606 case StatusCode.QueueIncomingReliableWarning:
1607 case StatusCode.QueueIncomingUnreliableWarning:
1608 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609 break;
1610
1611 // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612 //case StatusCode.TcpRouterResponseOk:
1613 // break;
1614 //case StatusCode.TcpRouterResponseEndpointUnknown:
1615 //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616 //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618 // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619 // break;
1620
1621 default:
1622
1623 // this.mListener.serverErrorReturn(statusCode.value());
1624 Debug.LogError("Received unknown status code: " + statusCode);
1625 break;
1626 }
1627
1628 this.externalListener.OnStatusChanged(statusCode);
1629 }
File name: PhotonPlayer.cs
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241 public PhotonPlayer GetNextFor(int currentPlayerId)
242 {
243 if (PhotonNetwork.networkingPeer == null || PhotonNetwork.networkingPeer.mActors == null || PhotonNetwork.networkingPeer.mActors.Count < 2)
244 {
245 return null;
246 }
247
248 Dictionary
249 int nextHigherId = int.MaxValue; // we look for the next higher ID
250 int lowestId = currentPlayerId; // if we are the player with the highest ID, there is no higher and we return to the lowest player's id
251
252 foreach (int playerid in players.Keys)
253 {
254 if (playerid < lowestId)
255 {
256 lowestId = playerid; // less than any other ID (which must be at least less than this player's id).
257 }
258 else if (playerid > currentPlayerId && playerid < nextHigherId)
259 {
260 nextHigherId = playerid; // more than our ID and less than those found so far.
261 }
262 }
263
264 //UnityEngine.Debug.LogWarning("Debug. " + currentPlayerId + " lower: " + lowestId + " higher: " + nextHigherId + " ");
265 //UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(currentPlayerId));
266 //UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(lowestId));
267 //if (nextHigherId != int.MaxValue) UnityEngine.Debug.LogWarning(this.RoomReference.GetPlayer(nextHigherId));
268 return (nextHigherId != int.MaxValue) ? players[nextHigherId] : players[lowestId];
269 }
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: frmReturn.cs
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96 private void btnreturn_save_Click(object sender, EventArgs e)
97 {
98 string tranid;
99
100 config.singleResult("SELECT concat(STRT,END) FROM tblautonumber WHERE ID = 6");
101 tranid = config.dt.Rows[0].Field
102
103 if (txttransactionid.Text == "")
104 {
105 MessageBox.Show("There are empty fields left that must be fill up!", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
106 return;
107 }
108 if (dtCus_addedlist.RowCount == 0)
109 {
110 MessageBox.Show("Cart is empty!", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
111 return;
112 }
113
114 sql = "SELECT `ITEMID`, `QTY` FROM `tblstock_in_out` WHERE `TRANSACTIONNUMBER` ='" + txttransactionid.Text + "'";
115 config.singleResult(sql);
116
117 foreach (DataRow row in config.dt.Rows)
118 {
119 for (int i = 0; i < dtCus_addedlist.Rows.Count; i++)
120 {
121 if (dtCus_addedlist.Rows[i].Cells[0].Value.ToString() == row.Field
122 {
123 if (int.Parse(dtCus_addedlist.Rows[i].Cells[4].Value.ToString()) > row.Field
124 {
125 MessageBox.Show("The returned quantity of the item ( " + dtCus_addedlist.Rows[i].Cells[1].Value.ToString() + " ) is greater than the available quantity of it.", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
126 return;
127 }
128 }
129 if (dtCus_addedlist.Rows[i].Cells[4].Value.ToString() == "")
130 {
131 MessageBox.Show("Set your purpose.", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
132 return;
133 }
134 }
135 }
136
137 foreach (DataGridViewRow r in dtCus_addedlist.Rows)
138 {
139 sql = "INSERT INTO `tblstock_return` ( `STOCKRETURNNUMBER`, `ITEMID`, `RETURNDATE`, `QTY`, `TOTALPRICE`, `OWNER_CUS_ID`)" +
140 " VALUES ('" + tranid + "','" + r.Cells[0].Value + "','" + DateTime.Now.ToString("yyyy-MM-dd") + "','" + r.Cells[4].Value +
141 "','" + r.Cells[5].Value + "','" + custormerid + "')";
142 config.Execute_Query(sql);
143
144 // '-----------------------------------------------update item
145 sql = "UPDATE `tblitems` SET `QTY`=`QTY` + '" + r.Cells[4].Value + "' WHERE ITEMID='" + r.Cells[0].Value + "'";
146 config.Execute_Query(sql);
147
148 sql = "UPDATE `tblstock_in_out` SET `QTY`=`QTY`-'" + r.Cells[4].Value + "', `TOTALPRICE`=`TOTALPRICE`-'" + r.Cells[5].Value + "' WHERE `STOCKOUTID` ='" + r.Cells[6].Value + "'";
149 config.Execute_Query(sql);
150 }
151
152
153 sql = "INSERT INTO `tbltransaction` (`TRANSACTIONNUMBER`, `TRANSACTIONDATE`, `TYPE`, `SUPLIERCUSTOMERID`)" +
154 " VALUES ('" + txttransactionid.Text + "','" + DateTime.Now.ToString("yyyy-MM-dd") + "','Returned','" + custormerid + "')";
155 config.Execute_Query(sql);
156
157 // '-----------------------------------------------update autonumber
158 config.Execute_Query("UPDATE tblautonumber SET END= END + INCREMENT WHERE ID = 6");
159
160 // '------------------------------------------------------------
161 MessageBox.Show("Item(s) has been returned in the database.");
162 // '------------------------------------------------------------clearing
163 funct.clearTxt(GroupBox3);
164 dtCus_addedlist.Rows.Clear();
165
166 frmReturn_Load(sender, e);
167 }
File name: frmStockOut.cs
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130 private void btnCus_save_Click(object sender, EventArgs e)
131 {
132 string stockoutID;
133
134 config.singleResult("SELECT concat(STRT,END) FROM tblautonumber WHERE ID = 5");
135 stockoutID = config.dt.Rows[0].Field
136
137 if (txt_cusid.Text == "")
138 {
139 MessageBox.Show("There are empty fields left that must be fill up!", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
140 return;
141 }
142 if(dtCus_addedlist.RowCount == 0)
143 {
144 MessageBox.Show("Cart is empty!", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
145 return;
146 }
147
148 sql = "SELECT ITEMID,`QTY` FROM `tblitems`";
149 config.singleResult(sql);
150
151 foreach(DataRow row in config.dt.Rows)
152 {
153 for(int i = 0;i < dtCus_addedlist.Rows.Count; i++)
154 {
155 if (dtCus_addedlist.Rows[i].Cells[0].Value.ToString() == row.Field
156 {
157 if(int.Parse( dtCus_addedlist.Rows[i].Cells[4].Value.ToString()) > row.Field
158 {
159 MessageBox.Show("The Quantity of the item ( " + dtCus_addedlist.Rows[i].Cells[1].Value.ToString() + " ) is greater than the available quantity of it.", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
160 return;
161 }
162 }
163 if (dtCus_addedlist.Rows[i].Cells[4].Value.ToString() == "")
164 {
165 MessageBox.Show("Set your purpose.", "Invalid", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
166 return;
167 }
168 }
169 }
170
171 foreach(DataGridViewRow r in dtCus_addedlist.Rows)
172 {
173 sql = "INSERT INTO `tblstock_in_out` ( `TRANSACTIONNUMBER`, `ITEMID`, `TRANSACTIONDATE`, `QTY`, `TOTALPRICE`, `SUPLIERCUSTOMERID`,REMARKS)" +
174 " VALUES ('" + stockoutID + "','" + r.Cells[0].Value + "','" + DateTime.Now.ToString("yyyy-MM-dd") + "','" + r.Cells[4].Value +
175 "','" + r.Cells[5].Value + "','" + txt_cusid.Text + "','StockOut')";
176 config.Execute_Query(sql);
177
178 sql = "UPDATE `tblitems` SET `QTY`= QTY - '" + r.Cells[4].Value + "' WHERE ITEMID='" + r.Cells[0].Value + "'";
179 config.Execute_Query(sql);
180 }
181
182
183 sql = "INSERT INTO `tbltransaction` (`TRANSACTIONNUMBER`, `TRANSACTIONDATE`, `TYPE`, `SUPLIERCUSTOMERID`)" +
184 " VALUES ('" + stockoutID + "','" + DateTime.Now.ToString("yyyy-MM-dd") + "','StockOut','" + txt_cusid.Text + "')";
185 config.Execute_Query(sql);
186
187 // '-----------------------------------------------update autonumber
188 config.Execute_Query("UPDATE tblautonumber SET END= END + INCREMENT WHERE ID = 5");
189
190 // '------------------------------------------------------------
191 MessageBox.Show("Item(s) has been save in the database.");
192 // '------------------------------------------------------------clearing
193 funct.clearTxt(Panel1);
194 dtCus_addedlist.Rows.Clear();
195
196 frmStockOut_Load(sender, e);
197 }
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