운송 애니메이션 추가
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@@ -15,18 +15,11 @@ public class SimulationModelSource : SimulationModel
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public List<GameObject> listProducts = new List<GameObject>();
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public List<GameObject> listDefects = new List<GameObject>();
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public Transform productPos;
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public Vector3 productInterval;
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public Vector3 productDistance = new Vector3(0, 0.321f, 0);
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//ConcurrentQueue<Dictionary<string, object>> dataQueue;
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ConcurrentQueue<JObject> dataQueue;
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int productCount = 0;
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int defectCount = 0;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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int defectCount = 0;
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void Update()
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{
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int interval = 0;
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@@ -36,7 +29,7 @@ public class SimulationModelSource : SimulationModel
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for (int i = 0; i < productCount; i++)
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{
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GameObject gb = listProducts[i];
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gb.transform.localPosition = productInterval * interval;
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gb.transform.localPosition = productDistance * interval;
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interval++;
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}
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}
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@@ -46,15 +39,14 @@ public class SimulationModelSource : SimulationModel
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for (int i = 0; i < defectCount; i++)
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{
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GameObject gb = listDefects[i];
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gb.transform.localPosition = productInterval * interval;
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gb.transform.localPosition = productDistance * interval;
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interval++;
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}
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}
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}
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protected override IEnumerator RunSimulationCoroutine()
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{
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yield return new WaitUntil(() => !string.IsNullOrEmpty(nodeID));
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Debug.Log(nodeID);
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yield return new WaitUntil(() => !string.IsNullOrEmpty(nodeID));
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while (dataQueue == null)
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{
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dataQueue = MQTTDataBase.Instance.GetDataQueue(nodeID);
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@@ -72,33 +64,28 @@ public class SimulationModelSource : SimulationModel
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}
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if (dataQueue.TryDequeue(out JObject currentData))
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{
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string eventKey = "_event";
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var productId = GetJsonValue(currentData, new string[] { "data", "product_id" })?.ToString();
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string eventKey = "_event";
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if (currentData.ContainsKey(eventKey))
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{
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string value = currentData[eventKey].ToString();
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if (value.Contains(eventGenerateProduct))
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{
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Debug.Log("#### Got Product");
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{
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GameObject gb = Instantiate(productPrefab, productPos);
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listProducts.Add(gb);
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}
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else if (value.Contains(eventGenerateDefect))
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{
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Debug.Log("#### Got Defect");
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{
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GameObject gb = Instantiate(defectPrefab, productPos);
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listProducts.Add(gb);
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}
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else if (value.Contains(eventQueueProduct))
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{
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Debug.Log("#### Pass To Queue");
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string dataKey = "data";
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string queueIDKey = "queue";
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string capacityKey = "queue_length";
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string storeTypeKey = "queue_type";
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string queueID = currentData[dataKey][queueIDKey].ToString();
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int queueCapacity = int.Parse(currentData[dataKey][capacityKey].ToString());
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string storeType = currentData[dataKey][storeTypeKey].ToString();
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{
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string[] queueIDKey = { "data", "queue" };
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string[] capacityKey = { "data", "queue_length" };
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string[] storeTypeKey = { "data", "queue_type" };
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string queueID = GetJsonValue(currentData, queueIDKey)?.ToString();
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int queueCapacity = GetJsonIntValue(currentData, capacityKey);
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string storeType = GetJsonValue(currentData, storeTypeKey)?.ToString();
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SimulationModel model = DataManager.I.GetModel(queueID);
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GameObject product = null;
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if (listProducts.Count > 0)
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