Files
XRLib/Assets/Scripts/Simulator/Components/Conveyor/ConveyorComponent.cs
2025-11-04 11:02:02 +09:00

230 lines
7.0 KiB
C#

using sc.modeling.splines.runtime;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Splines;
using UVC.Data.Core;
public enum conveyorType
{
partial,
overall
}
public class ConveyorComponent : ComponentBase
{
public List<ConveyorTarget> ConveyorQueue = new List<ConveyorTarget>();
public Stack<ConveyorTarget> WaitingQueue = new Stack<ConveyorTarget>();
public List<SplineMesher> mesher = new List<SplineMesher>();
SplineContainer spline;
float duration = 3f;
// === 추가: 슬롯 기반 제어 ===
public conveyorType type = conveyorType.overall;
public int segmentCount = 10; // 칸 개수
public float borderEpsilon = 1e-4f; // 경계 떨림 방지
bool[] occupancy; // 프레임 점유 캐시
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
spline = GetComponent<SplineContainer>();
occupancy = new bool[Mathf.Max(1, segmentCount)];
EntityManager.Instance.OnEntityDestroyed += UnSetEntity;
}
// Update is called once per frame
void Update()
{
/*
if (Input.GetKeyDown(KeyCode.G))
{
GameObject target = GameObject.CreatePrimitive(PrimitiveType.Cube);
var cTraget = target.AddComponent<ConveyorTarget>();
cTraget.Progress = 0f;
ConveyorQueue.Add(cTraget);
}
if (Input.GetKeyDown(KeyCode.S))
{
// 출구에서 한 개 배출
if (WaitingQueue.Count > 0)
{
var target = WaitingQueue.Pop();
Destroy(target.gameObject);
}
}
if (type == conveyorType.overall)
{
if (WaitingQueue.Count < 1)
{
SetProgress(Time.deltaTime / duration);
MoveOnConveyor();
}
}
else // partial
{
SetProgress(Time.deltaTime / duration);
MoveOnConveyor();
}
*/
SetProgress(Time.deltaTime / duration);
MoveOnConveyor();
}
void SetConveyorEntity(Entity entity)
{
var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
cTarget.transform.SetParent(this.transform, worldPositionStays: false);
cTarget.Progress = 0f;
ConveyorQueue.Add(cTarget);
}
public void SetModelData(DataObject datas)
{
var data = datas.GetDataObject("data");
var entityId = data.GetString("entity_id_original");
var entity = EntityManager.Instance.GetEntity(entityId,this);
if (entity == null)
{
Debug.Log(entityId);
Debug.Log(entity);
}
duration = (float)data.GetFloat("travel_time");
SetConveyorEntity(entity);
}
public void UnSetEntity(Entity entity)
{
var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
if (ConveyorQueue.Contains(cTarget))
{
ConveyorQueue.Remove(cTarget);
}
}
public void UnSetModelData(DataObject datas)
{
var data = datas.GetDataObject("data");
var entityId = data.GetString("entity_id_original");
var entity = EntityManager.Instance.GetEntity(entityId,this);
var cTarget = entity.gameObject.GetComponent<ConveyorTarget>();
if (ConveyorQueue.Contains(cTarget))
{
ConveyorQueue.Remove(cTarget);
}
}
void SetProgress(float progress)
{
if (ConveyorQueue.Count == 0) return;
if (type == conveyorType.overall)
{
// 기존: 전 화물 동일 진행
foreach (var target in ConveyorQueue)
{
target.Progress += progress;
if (target.Progress > 1f) target.Progress = 1f;
}
}
else
{
// 슬롯 기반: 끝 칸이 막혀 있어도 압축 전진
PartialAdvance(progress);
}
}
void MoveOnConveyor()
{
Spline s = spline.Splines[0];
for (int i = ConveyorQueue.Count - 1; i >= 0; i--)
{
var target = ConveyorQueue[i];
Vector3 localPos = SplineUtility.EvaluatePosition(s, target.Progress);
target.transform.position = localPos;
target.transform.position += new Vector3(0, 1f, -0.275f);
// 끝(1.0) 도달 → WaitingQueue로 이동(배출 대기)
if (target.Progress >= 1f)
{
ConveyorQueue.RemoveAt(i);
WaitingQueue.Push(target);
}
}
}
// === 한 칸씩 채우는 압축 로직 ===
void PartialAdvance(float delta)
{
// 끝에 가까운 순서로 처리 → 뒤따르는 한계 계산이 정확
ConveyorQueue.Sort((a, b) => b.Progress.CompareTo(a.Progress));
int cellCount = Mathf.Max(1, segmentCount);
float cell = 1f / cellCount;
if (occupancy == null || occupancy.Length != cellCount)
occupancy = new bool[cellCount];
System.Array.Clear(occupancy, 0, occupancy.Length);
// ★ 중요: 출구가 막혀 있으면 마지막 칸을 항상 점유된 것으로 간주
if (WaitingQueue.Count > 0)
occupancy[cellCount - 1] = true;
foreach (var t in ConveyorQueue)
{
float desired = Mathf.Min(1f, t.Progress + delta);
int currCell = CellIndex(t.Progress, cellCount);
int wantCell = CellIndex(desired, cellCount);
int allowedCell = currCell;
// 앞칸이 비어 있으면 한 칸 더, 또 비어 있으면 또 한 칸… 식으로 최대 전진
for (int c = currCell + 1; c <= wantCell && c < cellCount; c++)
{
if (occupancy[c]) break;
allowedCell = c;
}
// 허용 칸의 끝 경계 직전까지
float maxProg = Mathf.Min(desired, CellEnd(allowedCell, cellCount) - borderEpsilon);
// 마지막 칸이면 1.0까지 허용(도달 시 MoveOnConveyor에서 대기열로 이동)
if (allowedCell == cellCount - 1)
maxProg = Mathf.Min(desired, 1f);
t.Progress = Mathf.Clamp01(maxProg);
// 점유 표시
int newCell = CellIndex(t.Progress, cellCount);
occupancy[newCell] = true;
}
}
int CellIndex(float progress, int cellCount)
{
float cell = 1f / cellCount;
int idx = Mathf.FloorToInt(progress / cell);
return Mathf.Clamp(idx, 0, cellCount - 1);
}
float CellEnd(int cellIndex, int cellCount)
{
float cell = 1f / cellCount;
return (cellIndex + 1) * cell;
}
void UpdateKnot(BezierKnot knot, int index, int splineIndex)
{
spline.Splines[splineIndex].SetKnot(index, knot);
}
void UpdateMesh()
{
foreach (var m in mesher)
{
m.Rebuild();
}
}
}