273 lines
8.2 KiB
C#
273 lines
8.2 KiB
C#
using Gpm.Ui.Sample;
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using sc.modeling.splines.runtime;
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using Simulator.Data;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Splines;
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using UVC.Data.Core;
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public enum conveyorType
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{
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partial,
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overall
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}
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public class ConveyorComponent : ComponentBase
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{
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public List<ConveyorTarget> ConveyorQueue = new List<ConveyorTarget>();
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public Stack<ConveyorTarget> WaitingQueue = new Stack<ConveyorTarget>();
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public List<SplineMesher> mesher = new List<SplineMesher>();
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SplineContainer spline;
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float duration = 3f;
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public conveyorType type = conveyorType.overall;
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public int segmentCount = 10;
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public float borderEpsilon = 1e-4f;
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bool[] occupancy;
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ConveyorPath conveyorPath;
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public event Action<ConveyorPath> onConveyorClicked;
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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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spline = GetComponent<SplineContainer>();
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occupancy = new bool[Mathf.Max(1, segmentCount)];
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EntityManager.Instance.OnEntityDestroyed += UnSetEntity;
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EntityManager.Instance.onEntityGet += UnSetEntity;
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}
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// Update is called once per frame
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void Update()
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{
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/*
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if (Input.GetKeyDown(KeyCode.G))
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{
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GameObject target = GameObject.CreatePrimitive(PrimitiveType.Cube);
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var cTraget = target.AddComponent<ConveyorTarget>();
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cTraget.Progress = 0f;
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ConveyorQueue.Add(cTraget);
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}
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if (Input.GetKeyDown(KeyCode.S))
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{
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// 출구에서 한 개 배출
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if (WaitingQueue.Count > 0)
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{
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var target = WaitingQueue.Pop();
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Destroy(target.gameObject);
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}
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}
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if (type == conveyorType.overall)
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{
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if (WaitingQueue.Count < 1)
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{
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SetProgress(Time.deltaTime / duration);
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MoveOnConveyor();
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}
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}
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else // partial
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{
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SetProgress(Time.deltaTime / duration);
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MoveOnConveyor();
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}
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*/
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SetProgress(Time.deltaTime / duration);
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MoveOnConveyor();
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}
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public void SetComponent(ConveyorPath conveyorData)
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{
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this.conveyorPath = conveyorData;
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onConveyorClicked += FindAnyObjectByType<ConveyorProperty>().SetProertyWindow;
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var box=gameObject.AddComponent<BoxCollider>();
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box.isTrigger = true;
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}
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void SetConveyorEntity(Entity entity)
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{
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var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
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cTarget.transform.SetParent(this.transform, worldPositionStays: false);
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cTarget.transform.localPosition = Vector3.zero;
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cTarget.transform.localRotation = Quaternion.identity;
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cTarget.Progress = 0f;
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ConveyorQueue.Add(cTarget);
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}
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public void SetModelData(DataObject datas)
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{
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var data = datas.GetDataObject("data");
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var entityId = data.GetString("entity_id_original");
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var timing = data.GetDataObject("timing");
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var durationdata = timing.GetDataObject("duration");
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duration = (float)durationdata.GetFloat("real_seconds");
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SetEntity(entityId);
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}
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public override void SetEntity(string key, string name = "")
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{
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var entity = EntityManager.Instance.GetEntity(key, this,name);
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SetConveyorEntity(entity);
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}
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public void UnSetEntity(Entity entity)
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{
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var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
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if (ConveyorQueue.Contains(cTarget))
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{
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ConveyorQueue.Remove(cTarget);
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}
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}
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public void UnSetModelData(DataObject datas)
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{
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var data = datas.GetDataObject("data");
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var entityId = data.GetString("entity_id_original");
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var entity = EntityManager.Instance.GetEntity(entityId,this);
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var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
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if (ConveyorQueue.Contains(cTarget))
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{
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ConveyorQueue.Remove(cTarget);
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}
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}
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void SetProgress(float progress)
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{
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if (ConveyorQueue.Count == 0) return;
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if (type == conveyorType.overall)
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{
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foreach (var target in ConveyorQueue)
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{
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target.Progress += progress;
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if (target.Progress > 1f) target.Progress = 1f;
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}
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}
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else
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{
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PartialAdvance(progress);
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}
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}
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void MoveOnConveyor()
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{
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if (spline == null || spline.Splines.Count == 0) return;
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Spline s = spline.Splines[0];
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for (int i = ConveyorQueue.Count - 1; i >= 0; i--)
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{
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var target = ConveyorQueue[i];
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float t = Mathf.Clamp01(target.Progress);
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// 1) 스플라인 "로컬" 위치/탄젠트/업 벡터
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Vector3 pLocal = SplineUtility.EvaluatePosition(s, t);
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Vector3 tanLocal = SplineUtility.EvaluateTangent(s, t);
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if (tanLocal.sqrMagnitude < 1e-8f) tanLocal = Vector3.forward;
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tanLocal.Normalize();
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// Up 벡터는 splines 패키지 버전에 따라 API가 다를 수 있어 안전하게 처리
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// 가능하면 EvaluateUpVector 사용, 없으면 Vector3.up 사용
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Vector3 upLocal = Vector3.up;
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#if UNITY_SPLINES
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// 일부 버전에서 제공
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// upLocal = SplineUtility.EvaluateUpVector(s, t);
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#endif
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upLocal.Normalize();
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Vector3 rightLocal = Vector3.Cross(upLocal, tanLocal).normalized;
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// Up이 탄젠트와 평행해지는 특이점 방지
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if (rightLocal.sqrMagnitude < 1e-8f)
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rightLocal = Vector3.Cross(Vector3.up, tanLocal).normalized;
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// 2) "스플라인 프레임" 기준 오프셋
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Vector3 offsetLocal =
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rightLocal * 0.0f +
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upLocal * 0.0f +
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tanLocal * 0.0f;
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Vector3 finalLocalPos = pLocal + offsetLocal;
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// 3) 화물은 컨베이어 자식으로 두고 localPosition으로 넣기
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target.transform.localPosition = finalLocalPos;
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if (target.Progress >= 1f)
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{
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ConveyorQueue.RemoveAt(i);
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WaitingQueue.Push(target);
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}
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}
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}
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void PartialAdvance(float delta)
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{
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ConveyorQueue.Sort((a, b) => b.Progress.CompareTo(a.Progress));
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int cellCount = Mathf.Max(1, segmentCount);
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float cell = 1f / cellCount;
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if (occupancy == null || occupancy.Length != cellCount)
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occupancy = new bool[cellCount];
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System.Array.Clear(occupancy, 0, occupancy.Length);
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if (WaitingQueue.Count > 0)
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occupancy[cellCount - 1] = true;
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foreach (var t in ConveyorQueue)
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{
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float desired = Mathf.Min(1f, t.Progress + delta);
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int currCell = CellIndex(t.Progress, cellCount);
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int wantCell = CellIndex(desired, cellCount);
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int allowedCell = currCell;
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for (int c = currCell + 1; c <= wantCell && c < cellCount; c++)
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{
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if (occupancy[c]) break;
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allowedCell = c;
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}
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float maxProg = Mathf.Min(desired, CellEnd(allowedCell, cellCount) - borderEpsilon);
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if (allowedCell == cellCount - 1)
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maxProg = Mathf.Min(desired, 1f);
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t.Progress = Mathf.Clamp01(maxProg);
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int newCell = CellIndex(t.Progress, cellCount);
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occupancy[newCell] = true;
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}
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}
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int CellIndex(float progress, int cellCount)
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{
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float cell = 1f / cellCount;
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int idx = Mathf.FloorToInt(progress / cell);
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return Mathf.Clamp(idx, 0, cellCount - 1);
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}
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float CellEnd(int cellIndex, int cellCount)
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{
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float cell = 1f / cellCount;
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return (cellIndex + 1) * cell;
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}
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void UpdateKnot(BezierKnot knot, int index, int splineIndex)
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{
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spline.Splines[splineIndex].SetKnot(index, knot);
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}
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void UpdateMesh()
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{
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foreach (var m in mesher)
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{
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m.Rebuild();
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}
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}
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public override void getpath()
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{
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onConveyorClicked?.Invoke(conveyorPath);
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}
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}
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