Files
SAMKWANG/Assets/Scripts/Branch/UI/Panel_ProductionProgress.cs

285 lines
9.7 KiB
C#

using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Samkwang
{
public class Panel_ProductionProgress : UIPopupBase
{
private string dataOrder;
public Dictionary<int, UI_StatusContent> statusContents = new Dictionary<int, UI_StatusContent>();
private List<CompleteInfo> cachedSortedCompleteInfos = new List<CompleteInfo>();
private UI_StatusContent prf_statusContent;
public RectTransform Content;
public RectTransform Image_Loading;
public Button Button_Close;
public TextMeshProUGUI CurrentDate;
public TextMeshProUGUI CurrentTime;
public int statusItemsCount;
private int currentContentIndex;
private bool isChangedData;
public float changeDataTime;
public float fadeTime;
public Action<string> onClose;
public void Init()
{
dataOrder = Resources.Load<TextAsset>("DataOrder").text;
var textDict = transform.GetChildComponentsByName<TextMeshProUGUI>();
var buttonDict = transform.GetChildComponentsByName<Button>();
var rectDict = transform.GetChildComponentsByName<RectTransform>();
CurrentDate = textDict.GetOrNull(nameof(CurrentDate));
CurrentTime = textDict.GetOrNull(nameof(CurrentTime));
Content = rectDict.GetOrNull(nameof(Content));
Image_Loading = rectDict.GetOrNull(nameof(Image_Loading));
Button_Close = buttonDict.GetOrNull(nameof(Button_Close));
prf_statusContent = Resources.Load<UI_StatusContent>("Prefabs/UI/UI_StatusContent");
Button_Close.onClick.AddListener(Close);
SetDate();
Image_Loading.gameObject.SetActive(true);
Close();
}
public void Update()
{
SetTime();
}
public override void Open()
{
gameObject.SetActive(true);
gameObject.transform.SetAsLastSibling();
StopAllCoroutines();
StartCoroutine(ScaleUp());
if (statusContents.Count <= 0)
{
isChangedData = false;
return;
}
StartCoroutine(ChageStatusContent());
}
public override void Close()
{
onClose?.Invoke("ProductionProgress");
gameObject.SetActive(false);
gameObject.transform.localScale = Vector3.zero;
ResetStatusContentOrder();
isChangedData = false;
}
private IEnumerator ChageStatusContent()
{
isChangedData = true;
currentContentIndex = 0;
statusContents[currentContentIndex].gameObject.transform.SetAsFirstSibling();
currentContentIndex++;
var wfs = new WaitForSeconds(changeDataTime);
while (true)
{
yield return wfs;
if (currentContentIndex >= statusContents.Values.Count)
{
currentContentIndex = 0;
}
statusContents[currentContentIndex].gameObject.transform.SetAsFirstSibling();
currentContentIndex++;
}
}
private void ResetStatusContentOrder()
{
foreach (var statusContent in statusContents.Values)
{
statusContent.gameObject.transform.SetAsFirstSibling();
}
}
public void SetProductionStatus(List<CompleteInfo> machineInfos)
{
Image_Loading.gameObject.SetActive(false);
var sortMachineInfos = SortListByWorknm(machineInfos);
cachedSortedCompleteInfos = sortMachineInfos;
var splitCompleteInfo = SplitArray(sortMachineInfos, statusItemsCount);
SetProductionContent(splitCompleteInfo);
}
public void SetProductionStatus(List<OneHourInfo> oneHourInfos)
{
var alignedOneHourInfos = AlignOneHourInfoToCompleteInfo(oneHourInfos);
var splitOneHourInfo = SplitArray(alignedOneHourInfos, statusItemsCount);
SetProductionContent(splitOneHourInfo);
}
private List<OneHourInfo> AlignOneHourInfoToCompleteInfo(List<OneHourInfo> oneHourInfos)
{
if (cachedSortedCompleteInfos == null || cachedSortedCompleteInfos.Count == 0)
{
return new List<OneHourInfo>();
}
var oneHourMap = new Dictionary<string, OneHourInfo>();
foreach (var info in oneHourInfos)
{
if (!string.IsNullOrEmpty(info.wordno) && !oneHourMap.ContainsKey(info.wordno))
{
oneHourMap.Add(info.wordno, info);
}
}
var resultList = new List<OneHourInfo>();
foreach (var completeInfo in cachedSortedCompleteInfos)
{
if (!string.IsNullOrEmpty(completeInfo.wordno) &&
oneHourMap.TryGetValue(completeInfo.wordno, out var matchedOneHour))
{
// UI_StatusContent는 딕셔너리 키를 worknm으로 쓰고 있음.
// 매칭된 OneHourInfo의 이름을 CompleteInfo의 이름(UI 키값)으로 덮어씌워야 UI가 찾을 수 있음.
matchedOneHour.worknm = completeInfo.worknm;
resultList.Add(matchedOneHour);
}
else
{
// 매칭 실패: 데이터가 없어도 자리는 차지해야 함 (null 추가)
// 그래야 15번째 설비가 2페이지(인덱스상 뒤쪽)로 밀려날 수 있음.
resultList.Add(null);
}
}
return resultList;
}
public List<CompleteInfo> SortListByWorknm(List<CompleteInfo> machineInfos)
{
var workcdOrder = JsonConvert.DeserializeObject<List<string>>(dataOrder);
var orderMap = workcdOrder.Select((workcd, index) => new { workcd, index }).ToDictionary(x => x.workcd, x => x.index);
return machineInfos.Where(field => orderMap.ContainsKey(field.worknm)).OrderBy(field => orderMap[field.worknm]).ToList();
}
public void SetProductionContent(List<List<CompleteInfo>> splitCompleteInfo)
{
for (int i = 0; i < splitCompleteInfo.Count; i++)
{
if (!statusContents.ContainsKey(i))
{
var statusContent = Instantiate(prf_statusContent, Content);
statusContent.Init();
statusContent.SetProductionStatusItem(splitCompleteInfo[i]);
statusContents.Add(i, statusContent);
}
else
{
statusContents[i].SetProductionStatusItem(splitCompleteInfo[i]);
}
}
if (!isChangedData && gameObject.activeSelf)
{
StopAllCoroutines();
StartCoroutine(ChageStatusContent());
}
}
public void SetProductionContent(List<List<OneHourInfo>> splitOneHourInfos)
{
for (int i = 0; i < splitOneHourInfos.Count; i++)
{
if (statusContents.ContainsKey(i))
{
statusContents[i].SetProductionStatusItem(splitOneHourInfos[i]);
}
}
if (!isChangedData && gameObject.activeSelf)
{
StopAllCoroutines();
StartCoroutine(ChageStatusContent());
}
}
private List<List<CompleteInfo>> SplitArray(List<CompleteInfo> machineInfos, int groupSize)
{
List<List<CompleteInfo>> result = new List<List<CompleteInfo>>();
int totalGroups = Mathf.CeilToInt(machineInfos.Count / (float)groupSize);
for (int i = 0; i < totalGroups; i++)
{
int startIndex = i * groupSize;
int endIndex = Mathf.Min(startIndex + groupSize, machineInfos.Count);
List<CompleteInfo> group = new List<CompleteInfo>();
for (int j = startIndex; j < endIndex; j++)
{
group.Add(machineInfos[j]);
}
result.Add(group);
}
return result;
}
private List<List<OneHourInfo>> SplitArray(List<OneHourInfo> machineInfos, int groupSize)
{
List<List<OneHourInfo>> result = new List<List<OneHourInfo>>();
int totalGroups = Mathf.CeilToInt(machineInfos.Count / (float)groupSize);
for (int i = 0; i < totalGroups; i++)
{
int startIndex = i * groupSize;
int endIndex = Mathf.Min(startIndex + groupSize, machineInfos.Count);
List<OneHourInfo> group = new List<OneHourInfo>();
for (int j = startIndex; j < endIndex; j++)
{
group.Add(machineInfos[j]);
}
result.Add(group);
}
return result;
}
public void SetDate()
{
CurrentDate.text = DateTime.Now.ToString("yyyy-MM-dd");
}
public void SetTime()
{
CurrentTime.text = DateTime.Now.ToString("HH:mm");
}
IEnumerator ScaleUp()
{
float timer = 0f;
float percent = 0f;
while (percent < 1)
{
timer += Time.deltaTime;
percent = timer / fadeTime;
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one, percent);
yield return null;
}
}
}
}