Esempio n. 1
0
    public AisleID GetTravelAisle(Vector3 position, AisleID currentAisle, bool stayInRow)
    {
        List <AisleID> candidates = new List <AisleID>();

        if (stayInRow)
        {
            foreach (AisleID a in travelIDs)
            {
                if (a.row == currentAisle.row && a.aisleNo != currentAisle.aisleNo)
                {
                    candidates.Add(a);
                }
            }
        }
        else
        {
            foreach (AisleID a in travelIDs)
            {
                if (a.row != currentAisle.row)
                {
                    candidates.Add(a);
                }
            }
        }

        AisleID option = candidates[Random.Range(0, candidates.Count)];

        return(option);
    }
Esempio n. 2
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    void SpawnAisle(AisleID id, int density)
    {
        aisleDCounter += density;
        //   Debug.Log("AD: " + density);

        Row r     = id.row;
        int aisle = id.aisleNo;

        switch (r)
        {
        case Row.Left:
            SpawnAisle(leftRow[aisle], density);
            //  SpawnAisle(leftRow,aisle,density);
            break;

        case Row.Middle:
            SpawnAisle(middleRow[aisle], density);
            //    SpawnAisle(middleRow,aisle,density);
            break;

        case Row.Right:
            SpawnAisle(rightRow[aisle], density);
            //   SpawnAisle(rightRow,aisle,density);
            break;

        default:
            Debug.LogError("Not a recognised Row");
            break;
        }
    }
Esempio n. 3
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    public AisleID GetNearestAisleID(Vector3 position)
    {
        float minDistance = Mathf.Infinity;

        AisleID chosenID = new AisleID(Row.Left, 0);

        foreach (AisleID aID in travelIDs)
        {
            Vector3 nearestNode = aID.GetNearestNode(position, AisleSide.Left | AisleSide.Right);

            float distance = Vector3.Distance(nearestNode, position);

            if (distance < minDistance)
            {
                chosenID    = aID;
                minDistance = distance;

                //     Debug.Log("Pos: " + position + " nearestNode: " + nearestNode);
            }
        }

        if (minDistance == Mathf.Infinity)
        {
            Debug.LogError("No close Aisle found for input position: " + position);
        }

        return(chosenID);
    }
Esempio n. 4
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 public CustomerInfo(int _key, GameObject _go, NavMeshAgent _agent, AnimationNavigationMatch _script, AisleID _currentAisle, CustomerStates _currentState)
 {
     key          = _key;
     go           = _go;
     agent        = _agent;
     script       = _script;
     currentAisle = _currentAisle;
     currentState = _currentState;
 }
Esempio n. 5
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    AisleID GetFreeAisle(Row r)
    {
        GameObject[] tempRow = new GameObject[0];

        switch (r)
        {
        case Row.Left:
            tempRow = leftRow;
            break;

        case Row.Middle:
            tempRow = middleRow;
            break;

        case Row.Right:
            tempRow = rightRow;
            break;

        default:
            Debug.LogError("Not a recognised Row");
            break;
        }

        List <int> freeI = new List <int>();

        for (int i = 0; i < tempRow.Length; i++)
        {
            if (tempRow[i].activeSelf == false)
            {
                freeI.Add(i);
            }
        }

        AisleID id = new AisleID(r, freeI[Random.Range(0, freeI.Count)]);

        return(id);
    }
Esempio n. 6
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    void Awake()
    {
        pool = GetComponent <ObjectPooler>();

        travelIDs = new List <AisleID>();

        for (int i = 0; i < leftRow.Length; i++)
        {
            AisleID current = new AisleID(Row.Left, i);

            current.leftNodes  = GetNodes(leftRow[i], true);
            current.rightNodes = GetNodes(leftRow[i], false);

            travelIDs.Add(current);
        }

        for (int i = 0; i < middleRow.Length; i++)
        {
            AisleID current = new AisleID(Row.Middle, i);

            current.leftNodes  = GetNodes(middleRow[i], true);
            current.rightNodes = GetNodes(middleRow[i], false);

            travelIDs.Add(current);
        }

        for (int i = 0; i < rightRow.Length; i++)
        {
            AisleID current = new AisleID(Row.Right, i);

            current.leftNodes  = GetNodes(rightRow[i], true);
            current.rightNodes = GetNodes(rightRow[i], false);

            travelIDs.Add(current);
        }
    }
Esempio n. 7
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    AisleID GetFreeAisle()
    {
        List <Row> bag = new List <Row>();

        for (int i = 0; i < leftRow.Length; i++)
        {
            if (leftRow[i].activeSelf == false)
            {
                bag.Add(Row.Left);
            }
        }

        for (int i = 0; i < middleRow.Length; i++)
        {
            if (middleRow[i].activeSelf == false)
            {
                bag.Add(Row.Middle);
            }
        }

        for (int i = 0; i < rightRow.Length; i++)
        {
            if (rightRow[i].activeSelf == false)
            {
                bag.Add(Row.Right);
            }
        }

        int result = Random.Range(0, bag.Count);

        Row r = bag[result];

        AisleID id = GetFreeAisle(r);

        return(id);
    }
Esempio n. 8
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    void changeState(CustomerInfo customer, CustomerStates newState)
    {
        customer.currentState = newState;

        //Debug.Log(customer.go.name + " has begun " + newState.ToString());

        switch (newState)
        {
        case CustomerStates.Waiting:
            StartCoroutine(CustomerWaiting(customer.key));
            break;

        case CustomerStates.Searching:
            AisleID nextAisle = sc_aisles.GetTravelAisle(customer.GetPosition(), customer.currentAisle, false);
            customer.currentAisle      = nextAisle;
            customer.agent.destination = nextAisle.GetNearestNode(customer.GetPosition(), AisleSide.Left | AisleSide.Right);
            break;

        case CustomerStates.Perusing:
            Vector3 target = customer.currentAisle.GetFurthestAisleExit(customer.GetPosition());
            customer.agent.destination = target;
            break;
        }
    }
Esempio n. 9
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    public void GenerateStock(int day)
    {
        aisleDCounter = 0;

        ///Clear avaiable shelves

        currentDensity = 0;

        pool.Refresh();

        for (int i = 0; i < leftRow.Length; i++)
        {
            leftRow[i].SetActive(false);
        }

        for (int i = 0; i < middleRow.Length; i++)
        {
            middleRow[i].SetActive(false);
        }

        for (int i = 0; i < rightRow.Length; i++)
        {
            rightRow[i].SetActive(false);
        }

        ///Fill Busy Aisles

        int busyCount = bulk[day].noOfBusyAisles;

        List <Row> bag = new List <Row>();

        bag.Add(Row.Left); bag.Add(Row.Left); bag.Add(Row.Left);

        bag.Add(Row.Middle); bag.Add(Row.Middle); bag.Add(Row.Middle); bag.Add(Row.Middle); bag.Add(Row.Middle); bag.Add(Row.Middle);

        bag.Add(Row.Right); bag.Add(Row.Right); bag.Add(Row.Right);

        for (int i = 0; i < busyCount; i++)
        {
            int result = Random.Range(0, bag.Count);

            Row r = bag[i];

            bag.RemoveAt(result);

            AisleID aisle = GetFreeAisle(r);

            int density = Random.Range(busyMM[0], busyMM[1]);

            SpawnAisle(aisle, density);
        }

        ///Fill Empty Aisles

        int emptyCount = bulk[day].noOfEmptyAisles;

        for (int i = 0; i < emptyCount; i++)
        {
            AisleID aisle = GetFreeAisle();

            int density = Random.Range(emptyMM[0], emptyMM[1]);

            SpawnAisle(aisle, density);
        }

        ///Determine number of aisles left and density left

        int aislesLeft = leftRow.Length + middleRow.Length + rightRow.Length - busyCount - emptyCount;

        int varianceAmount = Random.Range(-variance, variance + 1);

        int remainingDensity = bulk[day].baseDensity + varianceAmount - currentDensity;

        //    Debug.Log("variance amount: " + varianceAmount + " remaining density: " + remainingDensity + " current density: " + currentDensity);

        int ABCounter = 0;

        ///Half remaining aisles get 2/3

        int alphaA = Mathf.FloorToInt((float)aislesLeft / 2f);

        int densityAlpha = Mathf.CeilToInt(2f * (float)remainingDensity / 3f);

        int totalAlpha = densityAlpha;

        int densityPerAAisle = Mathf.CeilToInt((float)densityAlpha / (float)alphaA);

        for (int i = 0; i < alphaA; i++)
        {
            AisleID aisle = GetFreeAisle();

            if (densityAlpha > densityPerAAisle)
            {
                SpawnAisle(aisle, densityPerAAisle);

                ABCounter += densityPerAAisle;

                densityAlpha -= densityPerAAisle;
            }
            else
            {
                SpawnAisle(aisle, densityAlpha);

                ABCounter += densityAlpha;
            }
        }
        //    Debug.Log("requested alphas: " + ABCounter);

        ABCounter = 0;

        ///Other half gets 1/3
        int betaA = aislesLeft - alphaA;

        int densityBeta = remainingDensity - totalAlpha;

        int densityPerBAisle = Mathf.CeilToInt((float)densityBeta / (float)betaA);

        for (int i = 0; i < betaA; i++)
        {
            AisleID aisle = GetFreeAisle();

            if (densityBeta > densityPerBAisle)
            {
                SpawnAisle(aisle, densityPerBAisle);

                ABCounter += densityPerBAisle;

                densityBeta -= densityPerBAisle;
            }
            else
            {
                SpawnAisle(aisle, densityBeta);

                ABCounter += densityBeta;
            }
        }

        Debug.Log(bulk[day].baseDensity + varianceAmount + " planned density. " +
                  aisleDCounter + " sum of requested densities. " +
                  currentDensity + " items spawned. Planned to spawned Diff: " +
                  (bulk[day].baseDensity + varianceAmount - currentDensity));

        //    Debug.Log("requested betas: " + ABCounter);
    }
Esempio n. 10
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    public void GenerateCustomers(int amount)
    {
        nextUniqueKey = 0;

        foreach (CustomerInfo customer in spawnedCustomers)
        {
            customer.Destroy();
        }

        spawnedCustomers.Clear();

        ///make existing customers

        for (int i = 0; i < amount; i++)
        {
            float xRand = Random.Range(minBounds.x, maxBounds.x);

            float yRand = Random.Range(minBounds.y, maxBounds.y);

            float zRand = Random.Range(minBounds.z, maxBounds.z);

            Vector3 spawnAttempt = new Vector3(xRand, yRand, zRand);

            NavMeshHit nmh = new NavMeshHit();

            if (NavMesh.SamplePosition(spawnAttempt, out nmh, maxNavDistance, NavMesh.AllAreas))
            {
                //determine spawn position
                Vector3 position = new Vector3(nmh.position.x, yRand, nmh.position.z);

                //choose a prefab
                GameObject prefab = customerPrefabs[Random.Range(0, customerPrefabs.Length)];

                //get aisle they will spawn in
                AisleID aID = sc_aisles.GetNearestAisleID(position);

                //set the customer state on start
                CustomerStates state = CustomerStates.Start;

                //Instantiate the GameObject

                GameObject g = (GameObject)Instantiate(prefab, position, Quaternion.identity, customerHolder.transform);

                //Get agent
                NavMeshAgent agent = g.GetComponent <NavMeshAgent>();

                AnimationNavigationMatch script = g.GetComponent <AnimationNavigationMatch>();

                script.SetManager(this);

                script.uniqueKey = nextUniqueKey;

                //Finally create a Customerinfo and add it to the list
                spawnedCustomers.Add(new CustomerInfo(nextUniqueKey, g, agent, script, aID, state));

                Finished(nextUniqueKey);

                nextUniqueKey++;
            }
            else
            {
                Debug.LogError("No point found on the NavMesh close enoguh to the randomly chosen position: " + spawnAttempt.ToString());
                i--;
            }
        }

        ///set off a coroutine to have more customers enter
    }