//场景关键点信息 #region Create_SceneInfo public void Create_SceneInfo(ref ParametersList1 PL, out KeyPositionsData KPD) { RollerConveyor_Parameter RCP = PL.RCP; HighStoreShelf_Parameter HP = PL.HP; MultiHighBay_Parameter MHP = PL.MHP; KeyPositionsData KP = new KeyPositionsData(); KP.HighBaysNum = MHP.Num;//高架库数目 //Vector3[] LiftTransferPositions = new Vector3[] KP.HighValues = new float[] { RCP.RCHigh, RCP.RCHigh - 0.1f };//两种输送线高度 KP.ConveyorLengths = new float[2] { RCP.RCLength, HP.Size.x * 2 + MHP.HookupDistance + MHP.TunnelWidth - RCP.RCWidth }; KP.EnterPosition = new Vector3((KP.ConveyorLengths[1] + RCP.RCWidth - HP.Size.x), RCP.RCHigh - 0.1f, -RCP.RCWidth / 2);//入口处坐标 float[] ConveyorLinesValues = new float[(MHP.Num + 1) / 2]; float[] PilerLinesValues = new float[(MHP.Num + 1) / 2]; for (int i = 0; i < (MHP.Num + 1) / 2; i++) { ConveyorLinesValues[i] = -(-RCP.RCWidth / 2 + (2 * i + 1) * HP.Size.x + i * MHP.TunnelWidth + i * MHP.HookupDistance); PilerLinesValues[i] = -(MHP.TunnelWidth / 2 + i * (MHP.TunnelWidth + MHP.HookupDistance) + (2 * i + 1) * HP.Size.x); } KP.ConveyorLinesValues = ConveyorLinesValues; //每条入库输送线的X值 //KP.ConveyorLinesLength = 3 * RCP.RCLength;//入库输送线的长度 KP.ConveyorWidth = RCP.RCWidth; //输送线宽度 KP.PilerLinesValues = PilerLinesValues; //每条堆垛机线路的X值 Vector3[] HighBaysPositions = new Vector3[MHP.Num]; for (int i = 0; i < MHP.Num; i++) { float TempValue = HP.Size.x / 2 + i * HP.Size.x + ((i + 1) / 2) * MHP.TunnelWidth + (i / 2) * MHP.HookupDistance; HighBaysPositions[i] = new Vector3(-TempValue, 0, -(RCP.RCWidth + 2 * RCP.RCLength)); } KP.HighBaysPositions = HighBaysPositions; //高架库的坐标 KP.CargoSize = PL.CargoSize; //货物尺寸 StorePositions StorePositions = new StorePositions(); float[] StoreFloorPositions = new float[HP.FloorsNum]; float[] StoreColumnPositions = new float[HP.ColumnsNum]; float TempValue1 = 0; for (int i = 0; i < HP.FloorsNum; i++) { TempValue1 += HP.FloorsHigh[i]; StoreFloorPositions[i] = TempValue1; } for (int j = 0; j < HP.ColumnsNum; j++) { StoreColumnPositions[j] = -(HP.ColumnWidth / 2 + (j + 1) * HP.ColumnWidth); } float[] StorePlacePosition = { HP.ColumnWidth / 4, -HP.ColumnWidth / 4 }; StorePositions.StoreFloorPositions = StoreFloorPositions; StorePositions.StoreColumnPositions = StoreColumnPositions; StorePositions.StorePlacePosition = StorePlacePosition; KP.StorePositions = StorePositions;//高架库仓位坐标信息 //货物入口坐标(相对于设备) KP.CargoEnterPosition = new Vector3(0, KP.HighValues[0], KP.ConveyorLengths[0]); KPD = KP; }
//创建仓库场景 #region Create_Scene public void Create_Scene(ParametersList1 PL, PositionsList POL, string Path) { HighStoreShelf_Parameter HP = PL.HP; MultiHighBay_Parameter MHP = PL.MHP; RollerConveyor_Parameter RCP = PL.RCP; float TempValue1 = RCP.RCLength; float TempValue2 = RCP.RCWidth; float TempValue3 = TempValue2 - HP.Size.x; GameObject WarehouseScene = new GameObject(); WarehouseScene.name = Name;//创建场景 //存放货物 GameObject Cargos = new GameObject(); Cargos.name = "Cargos"; Cargos.transform.parent = WarehouseScene.transform; Cargos.transform.localPosition = new Vector3(0, 0, 0); //添加地面 GameObject obj = (GameObject)Resources.Load("Scene/Dimian"); GameObject dimian = Instantiate(obj); float Width = HP.Size.z + 8 * RCP.RCLength; dimian.transform.localScale = new Vector3(Width, 0.1f, Width); dimian.transform.parent = WarehouseScene.transform; dimian.transform.localPosition = new Vector3(-(Width / 2 - RCP.RCLength * 4), -0.05f, -(Width / 2 - 2 * RCP.RCLength)); //添加入口滚筒输送机 GameObject EnterRollerConveyor = new GameObject(); RollerConveyorType type = RollerConveyorType.Intact; RollerConveyor_Parameter RCP2 = new RollerConveyor_Parameter(); RCP2 = PL.RCP; RCP2.RCHigh = RCP2.RCHigh - 0.1f; RCP2.RCLength = enterRollerLength;//长度自定义 //RCP2.RCLength = PL.HP.Size.x * 2 + PL.MHP.HookupDistance + PL.MHP.TunnelWidth - RCP2.RCWidth; RollerConveyor.Create_RollerConveyor(RCP2, EnterRollerConveyor, type); EnterRollerConveyor.name = "EnterRollerConveyor"; EnterRollerConveyor.transform.parent = WarehouseScene.transform; EnterRollerConveyor.transform.Rotate(0, -90, 0); EnterRollerConveyor.transform.localPosition = new Vector3((RCP2.RCLength + TempValue3), 0, -TempValue2 / 2); //添加入口顶升移栽机 LiftTransferParameter LTP = new LiftTransferParameter(); LTP.High = PL.RCP.RCHigh - 0.1f; LTP.Width = PL.RCP.RCWidth; LTP.RollerRadius = PL.RCP.RollerRadius; LTP.GearDiameter = PL.RCP.RollerRadius * 2; GameObject enterLiftTransfer = new GameObject(); LiftTransfer1.CreateLiftTransfer(enterLiftTransfer, ref LTP); enterLiftTransfer.name = "EnterLiftTransfer"; enterLiftTransfer.transform.parent = WarehouseScene.transform; float tempEnterX = RCP2.RCLength - (PL.HP.Size.x - LTP.Width) + LTP.Width / 2;//入口顶升的X坐标 enterLiftTransfer.transform.localPosition = new Vector3(tempEnterX, 0, -TempValue2 / 2); //添加入口皮带输送机 GameObject EnterBeltConveyors = new GameObject(); EnterBeltConveyors.name = "EnterBeltConveyors"; Create_EnterBeltConveyors(PL, EnterBeltConveyors); EnterBeltConveyors.transform.parent = WarehouseScene.transform; EnterBeltConveyors.transform.localPosition = new Vector3(tempEnterX, 0, 0); //添加顶升移载机设备 GameObject LiftTransferGroup = new GameObject(); LiftTransferGroup.name = "LiftTransferGroup"; Create_LiftTransferGroup(PL, LiftTransferGroup); LiftTransferGroup.transform.parent = WarehouseScene.transform; LiftTransferGroup.transform.localPosition = new Vector3(0, 0, -TempValue2 / 2); //添加滚筒输送机(垂直于高架库方向) GameObject RollerConveyorGroup = new GameObject(); RollerConveyorGroup.name = "RollerConveyorGroup"; Create_RollerConveyorGroup(PL, RollerConveyorGroup); RollerConveyorGroup.transform.parent = WarehouseScene.transform; RollerConveyorGroup.transform.localPosition = new Vector3(0, 0, -TempValue2 / 2); //添加皮带输送机(平行于高架库方向) GameObject BeltConveyorGroup = new GameObject(); BeltConveyorGroup.name = "BeltConveyorGroup"; Create_BeltConveyorGroup(PL, BeltConveyorGroup); BeltConveyorGroup.transform.parent = WarehouseScene.transform; BeltConveyorGroup.transform.localPosition = new Vector3(0, 0, -TempValue2); //为场景添加高架库设备 GameObject HighBays1 = new GameObject(); HighBays1.name = "HighBayGroup"; HighBay2.Create_HighBays(HP, MHP, HighBays1); HighBays1.transform.parent = WarehouseScene.transform; HighBays1.transform.localPosition = new Vector3(0, 0, -(3 * TempValue1 + TempValue2)); //为场景添加堆垛机设备 GameObject PilerGroup = new GameObject(); PilerGroup.name = "PilerGroup"; Create_Pilers(PL, PilerGroup); PilerGroup.transform.parent = WarehouseScene.transform; PilerGroup.transform.localPosition = new Vector3(0, 0, -(TempValue1 + TempValue2)); //添加出口滚筒输送机 GameObject ExitRollerConveyor = new GameObject(); RollerConveyor_Parameter exitRCP = PL.RCP; exitRCP.RCLength = exitRollerLength; exitRCP.RCHigh = PL.RCP.RCHigh - 0.1f; RollerConveyor.Create_RollerConveyor(exitRCP, ExitRollerConveyor, RollerConveyorType.Intact); ExitRollerConveyor.name = "ExitRollerConveyor"; ExitRollerConveyor.transform.parent = WarehouseScene.transform; int j = (PL.MHP.Num + 1) / 2 - 1; float tempExitX = -PL.HP.Size.x - j * (PL.HP.Size.x * 2 + PL.MHP.HookupDistance + PL.MHP.TunnelWidth); ExitRollerConveyor.transform.Rotate(0, -90, 0); ExitRollerConveyor.transform.localPosition = new Vector3(tempExitX, 0, -TempValue2 / 2); //添加出口顶升移栽机 GameObject ExitLiftTransfer = new GameObject(); ExitLiftTransfer.name = "ExitLiftTransfer"; LiftTransfer1.CreateLiftTransfer(ExitLiftTransfer, ref LTP); ExitLiftTransfer.transform.parent = WarehouseScene.transform; tempExitX = tempExitX - exitRollerLength - LTP.Width / 2; ExitLiftTransfer.transform.localPosition = new Vector3(tempExitX, 0, -TempValue2 / 2); //添加出口皮带输送线 GameObject ExitBeltConveyors = new GameObject(); ExitBeltConveyors.name = "ExitBeltConveyors"; Create_ExitBeltConveyors(PL, ExitBeltConveyors); ExitBeltConveyors.transform.parent = WarehouseScene.transform; ExitBeltConveyors.transform.localPosition = new Vector3(tempExitX, 0, 0); //给场景添加Message WarehouseScene.AddComponent <ShowKeyPositionData>(); ShowKeyPositionData ShowKeyData = WarehouseScene.GetComponent <ShowKeyPositionData>(); KeyPositionsData KPD = new KeyPositionsData(); //float[] HighValues = { 1.2f, 1.1f }; //SI.HighValues = HighValues; Create_SceneInfo(ref PL, out KPD); ShowKeyData.KeyPositionsData = KPD; //Debug.Log(KPD.ConveyorLengths); //WarehouseScene.AddComponent<SceneData>(); //SceneData SD = WarehouseScene.GetComponent<SceneData>(); //Information sd = new Information(); sd.Name = "Name"; sd.Num = 2; ////WarehouseScene.GetComponent<SceneData>(). //SD.IN = sd; GameObject Cargo = new GameObject(); Cargo.name = "Cargo"; Cargo1.Create_Cargo(KPD.CargoSize, Cargo); //SD.IN.Num = 2; SD.IN.Name = "A"; //输出场景 MyClass.CreatePrefab(WarehouseScene, Path); MyClass.CreatePrefab(Cargo, path2 + Cargo.name); //根据参数预创建一个存储状态面板 //GameObject StorageStateInterface = new GameObject(); //StorageStateInterface.name = "StorageStateInterface"; BinsPanel.Ajustment(MHP.Num, HP.FloorsNum, HP.ColumnsNum); BinsPanel.Ajustment2(MHP.Num, HP.FloorsNum, HP.ColumnsNum); //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().CreatePrefab(StorageStateInterface, path2 +"Simulation/" +StorageStateInterface.name); }