//场景关键点信息 #region Create_SceneInfo public void Create_SceneInfo(ref ParametersList1 PL, out Varibles.KeyPositionsData KPD) { CreateModel.RollerConveyor_Parameter RCP = PL.RCP; CreateModel.HighStoreShelf_Parameter HP = PL.HP; CreateModel.MultiHighBay_Parameter MHP = PL.MHP; Varibles.KeyPositionsData KP = new Varibles.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 Varibles.StorePositions StorePositions = new Varibles.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 KPD = KP; Debug.Log(KPD.ConveyorLengths); }
//创建仓库场景 #region Create_Scene public void Create_Scene(ParametersList1 PL, Varibles.PositionsList POL, string Path) { CreateModel.HighStoreShelf_Parameter HP = PL.HP; CreateModel.MultiHighBay_Parameter MHP = PL.MHP; CreateModel.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 = SceneName; //创建场景 //货物 GameObject Cargos = new GameObject(); Cargos.name = "Cargos"; Cargos.transform.parent = WarehouseScene.transform; Cargos.transform.localPosition = new Vector3(0, 0, 0); //添加入口输送机 GameObject EnterConveyor = new GameObject(); EnterConveyor.name = "EnterConveyor"; CreateModel.RollerConveyorType type = CreateModel.RollerConveyorType.Intact; CreateModel.RollerConveyor_Parameter RCP2 = new CreateModel.RollerConveyor_Parameter(); RCP2 = PL.RCP; RCP2.RCHigh = RCP2.RCHigh - 0.1f; RCP2.RCLength = PL.HP.Size.x * 2 + PL.MHP.HookupDistance + PL.MHP.TunnelWidth - RCP2.RCWidth; CreateModel.RollerConveyor.Create_RollerConveyor(RCP2, EnterConveyor, type); EnterConveyor.transform.parent = WarehouseScene.transform; EnterConveyor.transform.Rotate(0, -90, 0); EnterConveyor.transform.localPosition = new Vector3((RCP2.RCLength + TempValue3), 0, -TempValue2 / 2); //添加顶升移载机设备 GameObject LiftTransferGroup = new GameObject(); LiftTransferGroup.name = "LiftTransferGroup"; Create_LiftTransferGroup(PL, LiftTransferGroup); //LiftTransferGroup.transform.Rotate(0, 180, 0); LiftTransferGroup.transform.parent = WarehouseScene.transform; LiftTransferGroup.transform.localPosition = new Vector3(0, 0, -TempValue2 / 2); //添加输送设备(垂直于高架库方向) GameObject ConveyorGroup2 = new GameObject(); ConveyorGroup2.name = "ConveyorGroup2"; Create_ConveyorGroup2(PL, ConveyorGroup2); //ConveyorGroup2.transform.Rotate(0, 180, 0); ConveyorGroup2.transform.parent = WarehouseScene.transform; ConveyorGroup2.transform.localPosition = new Vector3(0, 0, -TempValue2 / 2); //为场景添加输送设备(平行于高架库方向) GameObject ConveyorGroup = new GameObject(); ConveyorGroup.name = "ConveyorGroup"; Create_ConveyorGroup1(PL, ConveyorGroup); //ConveyorGroup.transform.Rotate(0, 180, 0); ConveyorGroup.transform.parent = WarehouseScene.transform; ConveyorGroup.transform.localPosition = new Vector3(0, 0, -TempValue2); //为场景添加高架库设备 GameObject HighBays1 = new GameObject(); HighBays1.name = "HighBayGroup"; CreateModel.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.Rotate(0, 180, 0); PilerGroup.transform.parent = WarehouseScene.transform; PilerGroup.transform.localPosition = new Vector3(0, 0, -(TempValue1 + TempValue2)); //为场景添加出口输送线 GameObject ExitConveyors = new GameObject(); ExitConveyors.name = "ExitConveyors"; int i = (PL.MHP.Num + 1) / 2; float TempValue = PL.RCP.RCWidth / 2 - ((2 * i + 1) * PL.HP.Size.x + i * PL.MHP.TunnelWidth + i * PL.MHP.HookupDistance); Create_ExitConveyors(PL, ExitConveyors); ExitConveyors.transform.parent = WarehouseScene.transform; ExitConveyors.transform.localPosition = new Vector3(TempValue, 0, 0); ////给场景添加Message WarehouseScene.AddComponent <ShowData.ShowKeyPositionData>(); ShowData.ShowKeyPositionData ShowKeyData = WarehouseScene.GetComponent <ShowData.ShowKeyPositionData>(); Varibles.KeyPositionsData KPD = new Varibles.KeyPositionsData(); Create_SceneInfo(ref PL, out KPD); ShowKeyData.KeyPositionsData = KPD; GameObject Cargo = new GameObject(); Cargo.name = "Cargo"; CreateModel.Cargo1.Create_Cargo(KPD.CargoSize, Cargo); Tools.MyClass.CreatePrefab(WarehouseScene, Path); Tools.MyClass.CreatePrefab(Cargo, path2 + Cargo.name); //根据参数预创建一个存储状态面板 ControlUnit.UIControl.BinsPanel.Ajustment(MHP.Num, HP.FloorsNum, HP.ColumnsNum); ControlUnit.UIControl.BinsPanel.Ajustment2(MHP.Num, HP.FloorsNum, HP.ColumnsNum); }