200 lines
6.6 KiB
C#
200 lines
6.6 KiB
C#
using System.Collections.Concurrent;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.Collections;
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using Octopus.Simulator.Networks;
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using Newtonsoft.Json;
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using Octopus.Simulator;
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[Serializable]
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public class SourceDataClass_start
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{
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public string generator_id;
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public string label;
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public float production_rate;
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public float cycle_time;
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public int batch_size;
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public int products_per_batch;
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public List<string> input_queues;
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public List<string> input_stores;
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public string output_queue;
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public bool has_resource;
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public int priority;
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public float defect_rate;
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}
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[Serializable]
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public class SourceDataClass_Queued
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{
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public string generator_id;
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public string label;
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public string product_id;
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public string queue;
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public int queue_length;
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public string queue_type;
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}
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[Serializable]
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public class SourceDataClass_Stored
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{
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public string generator_id;
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public string label;
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public string product_id;
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public string store;
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public int store_length;
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}
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[Serializable]
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public class SourceDataClass_statistics
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{
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public StatisticsSource statistics;
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}
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[Serializable]
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public class StatisticsSource
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{
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public int total_output;
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public int total_defects;
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}
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public class SimulationModelSource : SimulationModel
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{
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public string eventGenerateProduct = "product_generated";
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public string eventGenerateDefect = "product_defective";
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public string eventQueueProduct = "product_queued";
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public string eventStoreProduct = "product_stored";
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public GameObject productPrefab;
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public GameObject defectPrefab;
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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 productDistance = new Vector3(0, 0.321f, 0);
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int productCount = 0;
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int defectCount = 0;
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public override void GetData(string data)
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{
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var wrapclass = JsonConvert.DeserializeObject<SimulationDefaultJson>(data);
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if (wrapclass._event.Contains(eventGenerateProduct))
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{
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GameObject gb = Instantiate(productPrefab, productPos);
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gb.GetComponent<SimulationModelProduct>().SetParent(this.nodeID);
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listProducts.Add(gb);
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ProductSorting();
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}
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else if (wrapclass._event.Contains(eventGenerateDefect))
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{
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GameObject gb = Instantiate(defectPrefab, productPos);
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gb.GetComponent<SimulationModelProduct>().SetParent(this.nodeID);
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listProducts.Add(gb);
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ProductSorting();
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}
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else if (wrapclass._event.Contains(eventQueueProduct))
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{
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var QueueData = JsonConvert.DeserializeObject<SourceDataClass_Queued>(wrapclass.data.ToString());
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string queueID = QueueData.queue;
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int queueCapacity = QueueData.queue_length;
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string storeType = QueueData.queue_type;
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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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{
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product = listProducts[0];
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listProducts.Remove(product);
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}
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else if (listDefects.Count > 0)
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{
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product = listDefects[0];
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listDefects.Remove(product);
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}
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if (model != null && product != null)
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{
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SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
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storeModel.maxCapacity = queueCapacity;
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if (storeType == "fifo")
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{
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storeModel.storeType = StoreBehavior.FIFO;
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}
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else
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{
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storeModel.storeType = StoreBehavior.LIFO;
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}
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//storeModel.StoreProduct(product);
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Destroy(product);
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}
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}
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else if (wrapclass._event.Contains(eventStoreProduct))
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{
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var StoreData = JsonConvert.DeserializeObject<SourceDataClass_Stored>(wrapclass.data.ToString());
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string queueID = StoreData.store;
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int queueCapacity = StoreData.store_length;
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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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{
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product = listProducts[0];
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listProducts.Remove(product);
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}
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else if (listDefects.Count > 0)
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{
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product = listDefects[0];
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listDefects.Remove(product);
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}
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if (model != null && product != null)
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{
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SimulationModelStore storeModel = model.GetComponent<SimulationModelStore>();
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storeModel.maxCapacity = queueCapacity;
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//storeModel.StoreProduct(product);
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Destroy(product);
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}
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}
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else if (wrapclass._event.Contains("source_statistics_update"))
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{
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SetBubble(JsonConvert.DeserializeObject<SourceDataClass_statistics>(wrapclass.data.ToString()).statistics);
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}
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}
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void ProductSorting()
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{
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int interval = 1;
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if (productCount != listProducts.Count)
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{
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productCount = listProducts.Count;
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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 = productDistance * interval;
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}
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}
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if (defectCount != listDefects.Count)
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{
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defectCount = listDefects.Count;
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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 = productDistance * interval;
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}
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}
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}
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public override void SetBubble(object data)
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{
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var processStatistics = data as StatisticsSource;
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string msg = $"{processStatistics.total_output}/{processStatistics.total_defects}";
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if (currentBubble == null)
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{
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// 생성
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currentBubble = Instantiate(bubbleUIPrefab, FindAnyObjectByType<Canvas_Bubble>().transform);
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currentBubble.target = DataBubbleSocket;
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currentBubble.worldOffset = new Vector3(0, 0, 0); // 필요에 따라 조절
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currentBubble.GetComponent<RectTransform>().SetAsFirstSibling();
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}
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// 텍스트 갱신
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currentBubble.SetMessage(msg);
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currentBubble.SetDetail(processStatistics, logicType.source, LogicUIManager.instance.GetItemLabelByID(nodeID));
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}
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}
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