This commit is contained in:
2026-03-17 10:52:33 +09:00
parent 28cd9b1582
commit 43772daa55
16 changed files with 358 additions and 448 deletions

View File

@@ -44,12 +44,8 @@ namespace Simulator.Data.Transport
protected override void Init()
{
InitializeNodePoolAsync().ContinueWith(() =>
{
});
InitializePathPoolAsync().ContinueWith(() =>
{
});
InitializePoolAsync<AGVNode>(nodePool, "node").ContinueWith(pool => { nodePool = pool; });
InitializePoolAsync<AGVPath>(pathPool, "path").ContinueWith(pool => { pathPool = pool; });
}
public Vector3 GetNodePosition(string name)
@@ -81,29 +77,16 @@ namespace Simulator.Data.Transport
}
}
private async UniTask InitializeNodePoolAsync()
private async UniTask<GameObjectPool<T>> InitializePoolAsync<T>(GameObjectPool<T> existingPool, string key) where T : MonoBehaviour
{
if (nodePool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths["node"]) as GameObject;
if (existingPool != null) return existingPool;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths[key]) as GameObject;
if (prefab == null)
{
Debug.LogError($"Prefab not found at path: {prefabPaths["node"]}");
return;
Debug.LogError($"Prefab not found at path: {prefabPaths[key]}");
return null;
}
nodePool = new GameObjectPool<AGVNode>(prefab, transform);
}
private async UniTask InitializePathPoolAsync()
{
if (pathPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths["path"]) as GameObject;
if (prefab == null)
{
Debug.LogError($"Prefab not found at path: {prefabPaths["path"]}");
return;
}
pathPool = new GameObjectPool<AGVPath>(prefab, transform);
return new GameObjectPool<T>(prefab, transform);
}
}
}

View File

@@ -39,12 +39,13 @@ namespace Simulator.Data.Transport
public void InitializeAllPools()
{
InitializeAGVPoolAsync().ContinueWith(() =>
InitializePoolAsync<AGV>(agvPool, "agv").ContinueWith(pool =>
{
agvPool = pool;
InitializeDataMappers();
});
InitializeAFLPoolAsync().ContinueWith(() => { });
InitializeForkLiftPoolAsync().ContinueWith(() => { });
InitializePoolAsync<AGV>(aflPool, "afl").ContinueWith(pool => { aflPool = pool; });
InitializePoolAsync<AGV>(forkLiftPool, "forkLift").ContinueWith(pool => { forkLiftPool = pool; });
}
private void InitializeDataMappers()
@@ -135,43 +136,16 @@ namespace Simulator.Data.Transport
return agvMap.TryGetValue(name, out var agv) ? agv : null;
}
private async UniTask InitializeAGVPoolAsync()
private async UniTask<GameObjectPool<T>> InitializePoolAsync<T>(GameObjectPool<T> existingPool, string key) where T : MonoBehaviour
{
if (agvPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths["agv"]) as GameObject;
if (existingPool != null) return existingPool;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths[key]) as GameObject;
if (prefab == null)
{
Debug.LogError($"Prefab not found at path: {prefabPaths["agv"]}");
return;
Debug.LogError($"Prefab not found at path: {prefabPaths[key]}");
return null;
}
agvPool = new GameObjectPool<AGV>(prefab, _parent);
}
private async UniTask InitializeAFLPoolAsync()
{
if (aflPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths["afl"]) as GameObject;
if (prefab == null)
{
Debug.LogError($"Prefab not found at path: {prefabPaths["afl"]}");
return;
}
aflPool = new GameObjectPool<AGV>(prefab, _parent);
}
private async UniTask InitializeForkLiftPoolAsync()
{
if (forkLiftPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(prefabPaths["forkLift"]) as GameObject;
if (prefab == null)
{
Debug.LogError($"Prefab not found at path: {prefabPaths["forkLift"]}");
return;
}
forkLiftPool = new GameObjectPool<AGV>(prefab, _parent);
return new GameObjectPool<T>(prefab, _parent);
}
}
}

View File

@@ -55,14 +55,14 @@ namespace Simulator.Data
public void InitializeAllPools()
{
InitializeSourcePoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Source, CreateDataMapper(ComponentType.Source)));
InitializeSinkPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Sink, CreateDataMapper(ComponentType.Sink)));
InitializeQueuePoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Queue, null));
InitializeRackPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Rack, CreateDataMapper(ComponentType.Rack)));
InitializeAsrsPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.ASRS, CreateDataMapper(ComponentType.ASRS)));
InitializeRobotArmPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.RobotArm, CreateDataMapper(ComponentType.RobotArm)));
InitializeProcessorPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Processor, CreateDataMapper(ComponentType.Processor)));
InitializeWorkerPoolAsync().ContinueWith(() => _dataMapperDict.Add(ComponentType.Worker, CreateDataMapper(ComponentType.Worker)));
InitializePoolAsync<SourceComponent>(_sourcePool, "source").ContinueWith(pool => { _sourcePool = pool; _dataMapperDict.Add(ComponentType.Source, CreateDataMapper(ComponentType.Source)); });
InitializePoolAsync<SinkComponent>(_sinkPool, "sink").ContinueWith(pool => { _sinkPool = pool; _dataMapperDict.Add(ComponentType.Sink, CreateDataMapper(ComponentType.Sink)); });
InitializePoolAsync<QueueComponent>(_queuePool, "queue").ContinueWith(pool => { _queuePool = pool; _dataMapperDict.Add(ComponentType.Queue, null); });
InitializePoolAsync<RackComponent>(_rackPool, "rack").ContinueWith(pool => { _rackPool = pool; _dataMapperDict.Add(ComponentType.Rack, CreateDataMapper(ComponentType.Rack)); });
InitializePoolAsync<ASRSComponent>(_asrsPool, "asrs").ContinueWith(pool => { _asrsPool = pool; _dataMapperDict.Add(ComponentType.ASRS, CreateDataMapper(ComponentType.ASRS)); });
InitializePoolAsync<RobotArmComponent>(_robotArmPool, "robotArm").ContinueWith(pool => { _robotArmPool = pool; _dataMapperDict.Add(ComponentType.RobotArm, CreateDataMapper(ComponentType.RobotArm)); });
InitializePoolAsync<ProcessorComponent>(_processorPool, "processor").ContinueWith(pool => { _processorPool = pool; _dataMapperDict.Add(ComponentType.Processor, CreateDataMapper(ComponentType.Processor)); });
InitializePoolAsync<WorkerComponent>(_workerPool, "worker").ContinueWith(pool => { _workerPool = pool; _dataMapperDict.Add(ComponentType.Worker, CreateDataMapper(ComponentType.Worker)); });
}
private DataMapper CreateDataMapper(ComponentType type)
@@ -113,68 +113,12 @@ namespace Simulator.Data
#region Pool Initialization
private async UniTask InitializeSourcePoolAsync()
private async UniTask<GameObjectPool<T>> InitializePoolAsync<T>(GameObjectPool<T> existingPool, string key) where T : MonoBehaviour
{
if (_sourcePool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["source"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["source"]}"); return; }
_sourcePool = new GameObjectPool<SourceComponent>(prefab, _parentTransform);
}
private async UniTask InitializeSinkPoolAsync()
{
if (_sinkPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["sink"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["sink"]}"); return; }
_sinkPool = new GameObjectPool<SinkComponent>(prefab, _parentTransform);
}
private async UniTask InitializeQueuePoolAsync()
{
if (_queuePool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["queue"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["queue"]}"); return; }
_queuePool = new GameObjectPool<QueueComponent>(prefab, _parentTransform);
}
private async UniTask InitializeRackPoolAsync()
{
if (_rackPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["rack"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["rack"]}"); return; }
_rackPool = new GameObjectPool<RackComponent>(prefab, _parentTransform);
}
private async UniTask InitializeAsrsPoolAsync()
{
if (_asrsPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["asrs"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["asrs"]}"); return; }
_asrsPool = new GameObjectPool<ASRSComponent>(prefab, _parentTransform);
}
private async UniTask InitializeRobotArmPoolAsync()
{
if (_robotArmPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["robotArm"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["robotArm"]}"); return; }
_robotArmPool = new GameObjectPool<RobotArmComponent>(prefab, _parentTransform);
}
private async UniTask InitializeProcessorPoolAsync()
{
if (_processorPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["processor"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["processor"]}"); return; }
_processorPool = new GameObjectPool<ProcessorComponent>(prefab, _parentTransform);
}
private async UniTask InitializeWorkerPoolAsync()
{
if (_workerPool != null) return;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths["worker"]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths["worker"]}"); return; }
_workerPool = new GameObjectPool<WorkerComponent>(prefab, _parentTransform);
if (existingPool != null) return existingPool;
var prefab = await Resources.LoadAsync<GameObject>(_prefabPaths[key]) as GameObject;
if (prefab == null) { Debug.LogError($"Prefab not found at path: {_prefabPaths[key]}"); return null; }
return new GameObjectPool<T>(prefab, _parentTransform);
}
#endregion

View File

@@ -1,3 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Simulator.Data
@@ -6,127 +8,64 @@ namespace Simulator.Data
{
private ProgressPopupView _progressPopupView;
private SourceProperty _sourceProperty;
private SinkProperty _sinkProperty;
private RackProperty _rackProperty;
private QueueProperty _queueProperty;
private ASRSProperty _asrsProperty;
private RobotArmProperty _robotArmProperty;
private ProcessorProperty _processorProperty;
private ConveyorProperty _conveyorProperty;
private NodeProperty _nodeProperty;
private struct BindingEntry
{
public Action<ComponentType, ComponentDataBase> PropertyHandler;
public bool ShowProgress;
}
private readonly Dictionary<ComponentType, BindingEntry> _bindings = new Dictionary<ComponentType, BindingEntry>();
public void Initialize()
{
_progressPopupView = Object.FindAnyObjectByType<ProgressPopupView>(FindObjectsInactive.Include);
_progressPopupView = GameObject.FindAnyObjectByType<ProgressPopupView>(FindObjectsInactive.Include);
_conveyorProperty = GameObject.FindAnyObjectByType<ConveyorProperty>();
_nodeProperty = GameObject.FindAnyObjectByType<NodeProperty>();
_sourceProperty = Object.FindAnyObjectByType<SourceProperty>();
_sinkProperty = Object.FindAnyObjectByType<SinkProperty>();
_rackProperty = Object.FindAnyObjectByType<RackProperty>();
_queueProperty = Object.FindAnyObjectByType<QueueProperty>();
_asrsProperty = Object.FindAnyObjectByType<ASRSProperty>();
_robotArmProperty = Object.FindAnyObjectByType<RobotArmProperty>();
_processorProperty = Object.FindAnyObjectByType<ProcessorProperty>();
_conveyorProperty = Object.FindAnyObjectByType<ConveyorProperty>();
_nodeProperty = Object.FindAnyObjectByType<NodeProperty>();
Register<SourceProperty>(ComponentType.Source, (p, t, d) => p.SetPropertyWindow(t, d), showProgress: true);
Register<SinkProperty>(ComponentType.Sink, (p, t, d) => p.SetPropertyWindow(t, d), showProgress: true);
Register<ProcessorProperty>(ComponentType.Processor, (p, t, d) => p.SetPropertyWindow(t, d), showProgress: true);
Register<RackProperty>(ComponentType.Rack, (p, t, d) => p.SetPropertyWindow(t, d));
Register<QueueProperty>(ComponentType.Queue, (p, t, d) => p.SetPropertyWindow(t, d));
Register<ASRSProperty>(ComponentType.ASRS, (p, t, d) => p.SetPropertyWindow(t, d));
Register<RobotArmProperty>(ComponentType.RobotArm, (p, t, d) => p.SetPropertyWindow(t, d));
}
private void Register<T>(ComponentType type, Action<T, ComponentType, ComponentDataBase> setup, bool showProgress = false) where T : MonoBehaviour
{
var property = GameObject.FindAnyObjectByType<T>();
if (property == null) return;
_bindings[type] = new BindingEntry
{
PropertyHandler = (t, d) => setup(property, t, d),
ShowProgress = showProgress
};
}
public void BindStandardComponent(ComponentBase component)
{
switch (component.componentType)
{
case ComponentType.Source:
if (_sourceProperty != null)
component.onComponentClicked += _sourceProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked += _progressPopupView.Show;
break;
case ComponentType.Sink:
if (_sinkProperty != null)
component.onComponentClicked += _sinkProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked += _progressPopupView.Show;
break;
case ComponentType.Processor:
if (_processorProperty != null)
component.onComponentClicked += _processorProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked += _progressPopupView.Show;
break;
case ComponentType.Rack:
if (_rackProperty != null)
component.onComponentClicked += _rackProperty.SetPropertyWindow;
break;
case ComponentType.Queue:
if (_queueProperty != null)
component.onComponentClicked += _queueProperty.SetPropertyWindow;
break;
case ComponentType.ASRS:
if (_asrsProperty != null)
component.onComponentClicked += _asrsProperty.SetPropertyWindow;
break;
case ComponentType.RobotArm:
if (_robotArmProperty != null)
component.onComponentClicked += _robotArmProperty.SetPropertyWindow;
break;
case ComponentType.Worker:
break;
}
if (!_bindings.TryGetValue(component.componentType, out var entry))
return;
component.onComponentClicked += entry.PropertyHandler;
if (entry.ShowProgress && _progressPopupView != null)
component.onComponentClicked += _progressPopupView.Show;
}
public void UnbindStandardComponent(ComponentBase component)
{
switch (component.componentType)
{
case ComponentType.Source:
if (_sourceProperty != null)
component.onComponentClicked -= _sourceProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked -= _progressPopupView.Show;
break;
case ComponentType.Sink:
if (_sinkProperty != null)
component.onComponentClicked -= _sinkProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked -= _progressPopupView.Show;
break;
case ComponentType.Processor:
if (_processorProperty != null)
component.onComponentClicked -= _processorProperty.SetPropertyWindow;
if (_progressPopupView != null)
component.onComponentClicked -= _progressPopupView.Show;
break;
case ComponentType.Rack:
if (_rackProperty != null)
component.onComponentClicked -= _rackProperty.SetPropertyWindow;
break;
case ComponentType.Queue:
if (_queueProperty != null)
component.onComponentClicked -= _queueProperty.SetPropertyWindow;
break;
case ComponentType.ASRS:
if (_asrsProperty != null)
component.onComponentClicked -= _asrsProperty.SetPropertyWindow;
break;
case ComponentType.RobotArm:
if (_robotArmProperty != null)
component.onComponentClicked -= _robotArmProperty.SetPropertyWindow;
break;
case ComponentType.Worker:
break;
}
}
if (!_bindings.TryGetValue(component.componentType, out var entry))
return;
public void UnbindConveyor(ConveyorComponent conveyor)
{
if (_conveyorProperty != null)
conveyor.onConveyorClicked -= _conveyorProperty.SetPropertyWindow;
}
component.onComponentClicked -= entry.PropertyHandler;
public void UnbindNode(NodeComponent node)
{
if (_nodeProperty != null)
node.onConveyorClicked -= _nodeProperty.SetPropertyWindow;
if (entry.ShowProgress && _progressPopupView != null)
component.onComponentClicked -= _progressPopupView.Show;
}
public void BindConveyor(ConveyorComponent conveyor)
@@ -135,10 +74,22 @@ namespace Simulator.Data
conveyor.onConveyorClicked += _conveyorProperty.SetPropertyWindow;
}
public void UnbindConveyor(ConveyorComponent conveyor)
{
if (_conveyorProperty != null)
conveyor.onConveyorClicked -= _conveyorProperty.SetPropertyWindow;
}
public void BindNode(NodeComponent node)
{
if (_nodeProperty != null)
node.onConveyorClicked += _nodeProperty.SetPropertyWindow;
}
public void UnbindNode(NodeComponent node)
{
if (_nodeProperty != null)
node.onConveyorClicked -= _nodeProperty.SetPropertyWindow;
}
}
}