using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using UnityEngine.Networking; using System.Text.RegularExpressions; using System.Data.SqlClient; using TMPro; using System; using System.IO; using ZXing; using ZXing.QrCode; using System.Net; using SimpleJSON; using System.ComponentModel; using System.Runtime.InteropServices; public class 盤點查看審核 : MonoBehaviour { [SerializeField] GameObject 初始頁; [SerializeField] GameObject 選擇頁; [SerializeField] GameObject 主頁; [SerializeField] GameObject 明細頁; [SerializeField] GameObject 審查按鈕; [SerializeField] TextMeshProUGUI 單號; [SerializeField] TextMeshProUGUI 日期; [SerializeField] TextMeshProUGUI 人員; [SerializeField] TextMeshProUGUI 類型; [SerializeField] TextMeshProUGUI 狀態; [SerializeField] TextMeshProUGUI 備註; [SerializeField] TMP_InputField 關鍵字; public CanvasScaler canvasScaler; float screenWidth; float screenHeight; [SerializeField] GameObject 彈跳面板叉叉; [SerializeField] GameObject 彈跳面板; [SerializeField] TextMeshProUGUI 彈跳文字; [SerializeField] Button 彈跳是; [SerializeField] Button 彈跳否; [SerializeField] GameObject 讀取面板; [SerializeField] TextMeshProUGUI 讀取; public GameObject buttonPrefab; public Transform buttonParent; public GameObject buttonceneter; private List copy = new List(); public GameObject buttonPrefab1; public Transform buttonParent1; public GameObject buttonceneter1; private List copy1 = new List(); private string loadingText = ""; private int dotCount = 0; string 模式 = ""; JSONNode 簽名檔; JSONNode 計算; // Start is called before the first frame update void Start() { Screen.autorotateToPortrait = false; Screen.orientation = ScreenOrientation.Portrait; float rate = 900.0f / 1900.0f; if (Main.Global.rate>rate) { canvasScaler.matchWidthOrHeight = 1f; } else { canvasScaler.matchWidthOrHeight = 0f; } //Main.Global.阿帕契路徑="http://106.1.48.106:8080/wp-content/themes/event-star/shto_main.php?"; //Main.Global.預設伺服器路徑="official"; //Main.Global.人員="李卓叡"; StartCoroutine(AnimateText()); 初始頁.SetActive(true); 選擇頁.SetActive(false); 主頁.SetActive(false); 明細頁.SetActive(false); 審查按鈕.SetActive(false); StartCoroutine(主管簽名檔清單()); } IEnumerator 主管簽名檔清單() { string strcon = "主管簽名檔清單"; string se = Main.Global.預設伺服器路徑; string strUrl = string.Format(Main.Global.阿帕契路徑+"comm={0}&se={1}", strcon, se); UnityWebRequest request = UnityWebRequest.Get(strUrl); yield return request.SendWebRequest(); if (request.result == UnityWebRequest.Result.ConnectionError) { Debug.Log(request.error); yield break; } 簽名檔 = JSON.Parse(request.downloadHandler.text); Debug.Log(簽名檔); } IEnumerator AnimateText() { string qqq = 讀取.text.ToString(); while (true) { yield return new WaitForSeconds(0.5f); if (dotCount < 3) { loadingText += "."; dotCount++; } else { loadingText = ""; dotCount = 0; } 讀取.text = qqq+loadingText; } } public void 審查() { if (Main.Global.級別 == "00" && Main.Global.職稱 == "00000.NA") { 模式 = "審查"; 選擇頁.SetActive(true); StartCoroutine(盤營盤損歷表()); } else if (Main.Global.級別 == "03" && Main.Global.職稱 == "31001.廠務部廠長") { 模式 = "審查"; 選擇頁.SetActive(true); StartCoroutine(盤營盤損歷表()); } else { 彈跳面板.SetActive(true); 彈跳文字.text = "簽核權限錯誤!!"; } } public void 未審() { 模式 = "未審"; 選擇頁.SetActive(true); StartCoroutine(盤營盤損歷表()); } public void 已審() { 模式 = "已審"; 選擇頁.SetActive(true); StartCoroutine(盤營盤損歷表()); } public void 關() { 模式 = ""; 選擇頁.SetActive(false); } IEnumerator 盤營盤損歷表() { 讀取面板.SetActive(true); if (copy != null) { DeletetextCopies(); } string strcon = ""; if (模式 == "已審") { strcon = "盤營盤損已審"; } else if(模式 == "未審") { strcon = "盤營盤損未審"; } else { strcon = "盤營盤損審核"; } string se = Main.Global.預設伺服器路徑; string strUrl = string.Format(Main.Global.阿帕契路徑+"comm={0}&se={1}", strcon, se); UnityWebRequest request = UnityWebRequest.Get(strUrl); yield return request.SendWebRequest(); if (request.result == UnityWebRequest.Result.ConnectionError) { Debug.Log(request.error); yield break; } JSONNode json = JSON.Parse(request.downloadHandler.text); int sum = 2; for (int i = 0; i < json.Count; i++) { GameObject buttonObj = Instantiate(buttonPrefab) as GameObject; buttonObj.GetComponent().anchoredPosition = new Vector2(5, -sum); buttonObj.transform.SetParent(buttonParent, false); TextMeshProUGUI[] text = buttonObj.GetComponentsInChildren(); Button bt = buttonObj.GetComponentInChildren