Files
SAMKWANG/Assets/Scripts/Branch/UI/Panel_TotalProgress.cs
2025-12-08 09:34:41 +09:00

139 lines
4.7 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_TotalProgress : UIPopupBase
{
private string dataOrder;
public TextMeshProUGUI CurrentDate;
public TextMeshProUGUI CurrentTime;
public RectTransform ContentArea;
public RectTransform Image_Loading;
public Button Button_Close;
public float changeDataTime;
public float fadeTime;
private UI_WorkProgressContent WorkProgressContent;
private BranchInfo branchInfo;
public Dictionary<string, UI_MachineStatusItem> machineStatuses = new Dictionary<string, UI_MachineStatusItem>();
private UI_MachineStatusItem prf_machineStatus;
public RectTransform MachineStatusContent;
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));
ContentArea = rectDict.GetOrNull(nameof(ContentArea));
Image_Loading = rectDict.GetOrNull(nameof(Image_Loading));
Button_Close = buttonDict.GetOrNull(nameof(Button_Close));
MachineStatusContent = rectDict.GetOrNull(nameof(MachineStatusContent));
prf_machineStatus = Resources.Load<UI_MachineStatusItem>("Prefabs/UI/PRF_UI_MachineStatusItem");
WorkProgressContent = ContentArea.GetComponentInChildren<UI_WorkProgressContent>(true);
WorkProgressContent.Init();
Button_Close.onClick.AddListener(Close);
SetDate();
}
private void Update()
{
SetTime();
}
public override void Open()
{
gameObject.SetActive(true);
StopAllCoroutines();
StartCoroutine(ScaleUp());
gameObject.transform.SetAsLastSibling();
}
public override void Close()
{
onClose?.Invoke("TotalProgress");
gameObject.SetActive(false);
gameObject.transform.localScale = Vector3.zero;
}
#region WorkProgressUI
public void SetWorkProgressStatus(List<BranchInfo> workshopInfos)
{
branchInfo = workshopInfos[0];
WorkProgressContent.SetWorkProgressContent(branchInfo);
}
#endregion
#region MachineStatusUI
public void SetTotalProductionStatus(List<CompleteInfo> machineInfos)
{
Image_Loading.gameObject.SetActive(false);
var sortMachineInfos = SortListByWorknm(machineInfos);
SetProductionStatusItem(sortMachineInfos);
}
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 SetProductionStatusItem(List<CompleteInfo> machineInfos)
{
foreach (var machineInfo in machineInfos)
{
if (!machineStatuses.ContainsKey(machineInfo.worknm))
{
var machineStatus = Instantiate(prf_machineStatus, MachineStatusContent);
machineStatus.Init();
machineStatuses.Add(machineInfo.worknm, machineStatus);
}
machineStatuses[machineInfo.worknm].SetStatusData(machineInfo);
}
}
#endregion
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;
}
}
}
}