//创建货物停放平台 #region Create_PlatForm public static void Create_PlatForm(RollerConveyor_Parameter RCP, Vector3 CargoSize, GameObject PlatForm) { float PlatFormHigh = RCP.RCHigh - RCP.RollerRadius / 8; //平台的高度 float PlatFormWidth_X = RCP.RCWidth; //X向宽度 float PlatFormWidth_Z = CargoSize.z + CargoSize.z / 10; //GameObject obj1 = Resources.Load("Scene/RollerConveyor/Belt") as GameObject; }
//创建滚筒输送机边板部分 #region Create_SideBoard public static void Create_SideBoard(RollerConveyor_Parameter RCP, GameObject SideBoard) { //创建滚筒输送机边板部分 float RCLength = RCP.RCLength; //滚筒输送机长度 float RollerR = RCP.RollerRadius; //滚筒输送机半径 float RCWidth = RCP.RCWidth; //滚筒输送机宽度 float BoardHigh = 2.25f * RCP.RollerRadius; //边板部分的高度为滚筒半径的2.25倍 float BoardWidth = RCP.RollerRadius; //单边板的宽度设为滚筒半径 Vector3 SideBoard1_size = new Vector3(BoardWidth, BoardHigh, RCLength); //边板1的尺寸 GameObject SB1 = Resources.Load("Scene/RollerConveyor/Sideboard1") as GameObject; //加载边板1的组件 GameObject SideBoard1 = Instantiate(SB1); SideBoard1.transform.localScale = SideBoard1_size; Vector3 SideBoard2_size1 = new Vector3(BoardWidth, BoardWidth / 10, RCLength); //边板2组件1的尺寸 Vector3 SideBoard2_size2 = new Vector3(BoardWidth / 10, BoardHigh, RCLength); //边板2组件1的尺寸 Vector3 SideBoard2_size3 = new Vector3(BoardWidth, BoardWidth / 10, RCLength); //边板3组件1的尺寸 GameObject SideBoard2 = new GameObject(); GameObject SideBoard2_1 = Instantiate(SB1); SideBoard2_1.transform.localScale = SideBoard2_size1; GameObject SideBoard2_2 = Instantiate(SB1); SideBoard2_2.transform.localScale = SideBoard2_size2; GameObject SideBoard2_3 = Instantiate(SB1); SideBoard2_3.transform.localScale = SideBoard2_size3; SideBoard2_1.transform.parent = SideBoard2.transform; SideBoard2_1.transform.localPosition = new Vector3(-SideBoard2_size1.x / 2, -SideBoard2_size1.y / 2, SideBoard2_size1.z / 2); SideBoard2_2.transform.parent = SideBoard2.transform; SideBoard2_2.transform.localPosition = new Vector3(-SideBoard2_size2.x / 2, -SideBoard2_size2.y / 2, SideBoard2_size2.z / 2); SideBoard2_3.transform.parent = SideBoard2.transform; SideBoard2_3.transform.localPosition = new Vector3(-SideBoard2_size3.x / 2, -SideBoard2_size2.y + SideBoard2_size3.y / 2, SideBoard2_size3.z / 2); SideBoard1.transform.parent = SideBoard.transform; SideBoard2.transform.parent = SideBoard.transform; SideBoard1.transform.localPosition = new Vector3(-RCWidth / 2 + SideBoard1_size.x / 2, -SideBoard1_size.y / 2, SideBoard1_size.z / 2); SideBoard2.transform.localPosition = new Vector3(RCWidth / 2, 0, 0); //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(SideBoard); }
//创建皮带式输送机的皮带部分 #region Create_BeltPart public static void Create_BeltPart(RollerConveyor_Parameter RCP, GameObject BeltPart) { //创建滚筒输送部分 float RCLength = RCP.RCLength; //滚筒输送机长度 float RCWidth = RCP.RCWidth; //滚筒输送机宽度 float RollerR = RCP.RollerRadius; //滚筒输送机半径 float RollerLength = RCWidth - 0.002f; float BoardHigh = 2 * RCP.RollerRadius; //边板的高度设为滚筒输送机半径的2.25倍 float interval = 4 * RollerR / 3; //初始化滚筒间距离 float rn = RCLength / (2 * RollerR + interval); //浮点数不能做求余运算 int RollerNum = (int)Math.Ceiling(rn); float thickness = RollerR / 10; //皮带厚度 interval = RCLength / RollerNum - 2 * RollerR; //根据滚筒输送机长度调整后的滚筒间距 GameObject Roller = Resources.Load("Scene/RollerConveyor/RollerX") as GameObject; for (int i = 0; i < RollerNum; i++) { GameObject clone = Instantiate(Roller); clone.name = "Roller" + (i + 1).ToString(); clone.transform.localScale = new Vector3(RollerLength, 2 * RollerR, 2 * RollerR); clone.transform.parent = BeltPart.transform; clone.transform.localPosition = new Vector3(0, -BoardHigh / 2, interval / 2 + RollerR + i * (2 * RollerR + interval)); } //增加皮带部分 GameObject Belt = Resources.Load("Scene/RollerConveyor/Belt") as GameObject; GameObject Belt1 = Instantiate(Belt); float BeltLength = RCLength - interval - RollerR * 2; Belt1.transform.localScale = new Vector3(RollerLength - 2 * RollerR, thickness, BeltLength); GameObject Belt2 = Instantiate(Belt1); Belt1.transform.parent = BeltPart.transform; Belt2.transform.parent = BeltPart.transform; Belt1.transform.localPosition = new Vector3(0, -BoardHigh / 2 + RollerR - thickness / 2, interval / 2 + RollerR + BeltLength / 2); Belt2.transform.localPosition = new Vector3(0, -BoardHigh / 2 - RollerR + thickness / 2, RCLength / 2); }
//创建滚筒输送机支撑部分 #region Create_SupportFoot public static void Create_SupportFoot(RollerConveyor_Parameter RCP, GameObject SupportFoot) { //创建滚筒输送机的支撑架 float RCWith = RCP.RCWidth; //输送机的宽度 float SupportHigh = RCP.RCHigh - 2.25f * RCP.RollerRadius; //支撑架的高度=输送机高度-边板高度 float SupportWidth = RCP.RollerRadius; //支撑架的宽度=边板宽度 Vector3 UprightSupport_size = new Vector3(SupportWidth, SupportHigh, 2 * SupportWidth); //支撑架立柱的尺寸 Vector3 HorizontalSupport_size = new Vector3(RCWith, SupportWidth, 2 * SupportWidth); //支撑架水平支柱尺寸 GameObject SF = Resources.Load("Scene/RollerConveyor/SupportFoot") as GameObject; //加载构件 GameObject obj1 = Instantiate(SF); obj1.transform.localScale = UprightSupport_size; //创建立柱 GameObject obj2 = Instantiate(obj1); GameObject obj3 = Instantiate(SF); obj3.transform.localScale = HorizontalSupport_size; //创建水平支柱 GameObject obj4 = Instantiate(obj3); obj1.transform.parent = SupportFoot.transform; obj1.transform.localPosition = new Vector3(RCWith / 2 - SupportWidth / 2, SupportHigh / 2, SupportWidth); obj2.transform.parent = SupportFoot.transform; obj2.transform.localPosition = new Vector3(-RCWith / 2 + SupportWidth / 2, SupportHigh / 2, SupportWidth); obj3.transform.parent = SupportFoot.transform; obj3.transform.localPosition = new Vector3(0, SupportHigh / 5 + SupportWidth / 2, SupportWidth); obj4.transform.parent = SupportFoot.transform; obj4.transform.localPosition = new Vector3(0, 4 * SupportHigh / 5 - SupportWidth / 2, SupportWidth); //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(SupportFoot); }
//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; }
//创建滚筒输送机 #region Create_RollerConveyor public static void Create_RollerConveyor(RollerConveyor_Parameter RCP, GameObject OBJ, RollerConveyorType type) { //type指的是滚筒输送机的类型 //"Intact"完整型;"Origion"起点型;"Terminus"终点型;"Transition"过渡型 float BoardWidth = RCP.RollerRadius; GameObject RollerPart = new GameObject(); RollerPart.name = "RollerPart";//滚筒部分 Create_RollerPart(RCP, RollerPart); GameObject SideBoard = new GameObject(); SideBoard.name = "SideBoard";//边板部分 Create_SideBoard(RCP, SideBoard); GameObject SupportFoot = new GameObject(); SupportFoot.name = "SupportFoot";//支撑架 Create_SupportFoot(RCP, SupportFoot); GameObject SupportFoot2 = Instantiate(SupportFoot); SupportFoot2.name = SupportFoot.name + 2.ToString(); //创建不同类型的滚筒输送机 switch (type) { case RollerConveyorType.Intact: RollerPart.transform.parent = OBJ.transform; RollerPart.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SideBoard.transform.parent = OBJ.transform; SideBoard.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SupportFoot.transform.parent = OBJ.transform; SupportFoot.transform.localPosition = new Vector3(0, 0, 0); SupportFoot2.transform.parent = OBJ.transform; SupportFoot2.transform.localPosition = new Vector3(0, 0, RCP.RCLength - 2 * BoardWidth); OBJ.name = "IntactRollerConveyor"; break; case RollerConveyorType.Origion: RollerPart.transform.parent = OBJ.transform; RollerPart.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SideBoard.transform.parent = OBJ.transform; SideBoard.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SupportFoot.transform.parent = OBJ.transform; SupportFoot.transform.localPosition = new Vector3(0, 0, 0); //SupportFoot2.transform.parent = OBJ.transform; SupportFoot2.transform.localPosition = new Vector3(0, 0, RCP.RCLength - BoardWidth); DestroyImmediate(SupportFoot2); OBJ.name = "OrigionRollerConveyor"; break; case RollerConveyorType.Terminus: RollerPart.transform.parent = OBJ.transform; RollerPart.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SideBoard.transform.parent = OBJ.transform; SideBoard.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SupportFoot.transform.parent = OBJ.transform; SupportFoot.transform.localPosition = new Vector3(0, 0, -BoardWidth); //SupportFoot2.transform.parent = OBJ.transform; SupportFoot2.transform.localPosition = new Vector3(0, 0, RCP.RCLength - BoardWidth); DestroyImmediate(SupportFoot2); OBJ.name = "TerminusRollerConveyor"; break; case RollerConveyorType.Transition: RollerPart.transform.parent = OBJ.transform; RollerPart.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SideBoard.transform.parent = OBJ.transform; SideBoard.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SupportFoot.transform.parent = OBJ.transform; SupportFoot.transform.localPosition = new Vector3(0, 0, -BoardWidth); SupportFoot2.transform.parent = OBJ.transform; SupportFoot2.transform.localPosition = new Vector3(0, 0, RCP.RCLength - 2 * BoardWidth); OBJ.name = "TransitionRollerConveyor"; break; } //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(OBJ); }
//创建输送线 #region Create_Conveyors public static void Create_Conveyors(Conveyor_Parameter CP, GameObject Conveyors) { RollerConveyor_Parameter RCP = CP.RCP; RCP.RCLength = CP.Length / CP.Num; switch (CP.Type) { case ConveyorType.RollerConveyor: if (CP.Num == 1) { GameObject OBJ1 = new GameObject(); Create_RollerConveyor(RCP, OBJ1, RollerConveyorType.Intact); //完整型 OBJ1.transform.parent = Conveyors.transform; OBJ1.transform.localPosition = new Vector3(0, 0, 0); } if (CP.Num == 2) { GameObject OBJ1 = new GameObject(); Create_RollerConveyor(RCP, OBJ1, RollerConveyorType.Origion); //起点型 OBJ1.transform.parent = Conveyors.transform; OBJ1.transform.localPosition = new Vector3(0, 0, 0); GameObject OBJ2 = new GameObject(); Create_RollerConveyor(RCP, OBJ2, RollerConveyorType.Transition); //终点型 OBJ2.transform.parent = Conveyors.transform; OBJ2.transform.localPosition = new Vector3(0, 0, CP.Length / CP.Num); } if (CP.Num > 2) { GameObject OBJ1 = new GameObject(); Create_RollerConveyor(RCP, OBJ1, RollerConveyorType.Origion); //起点型 OBJ1.transform.parent = Conveyors.transform; OBJ1.transform.localPosition = new Vector3(0, 0, 0); GameObject OBJ2 = new GameObject(); Create_RollerConveyor(RCP, OBJ2, RollerConveyorType.Transition); //终点型 OBJ2.transform.parent = Conveyors.transform; OBJ2.transform.localPosition = new Vector3(0, 0, CP.Length - RCP.RCLength); GameObject OBJ3 = new GameObject(); Create_RollerConveyor(RCP, OBJ3, RollerConveyorType.Terminus); for (int i = 0; i < CP.Num - 2; i++) { GameObject clone = Instantiate(OBJ3); clone.name = OBJ3.name + (i + 1).ToString(); clone.transform.parent = Conveyors.transform; clone.transform.localPosition = new Vector3(0, 0, (i + 1) * RCP.RCLength); } DestroyImmediate(OBJ3); } else { Debug.Log("The Number of Conveyors is invalid!"); } break; case ConveyorType.BeltConveyor: GameObject obj1 = new GameObject(); Create_BeltConveyor(RCP, obj1); for (int i = 0; i < CP.Num; i++) { GameObject clone = Instantiate(obj1); clone.name = obj1.name + (i + 1).ToString(); clone.transform.parent = Conveyors.transform.parent; clone.transform.localPosition = new Vector3(0, 0, i * RCP.RCLength); } break; } }
//创建皮带式输送机 #region Create_BeltConveyor public static void Create_BeltConveyor(RollerConveyor_Parameter RCP, GameObject OBJ) { float BoardWidth = RCP.RollerRadius; GameObject BeltPart = new GameObject(); BeltPart.name = "BeltPart";//滚筒部分 Create_BeltPart(RCP, BeltPart); GameObject SideBoard = new GameObject(); SideBoard.name = "SideBoard";//边板部分 Create_SideBoard(RCP, SideBoard); GameObject SupportFoot = new GameObject(); SupportFoot.name = "SupportFoot";//支撑架 Create_SupportFoot(RCP, SupportFoot); GameObject SupportFoot2 = Instantiate(SupportFoot); SupportFoot2.name = SupportFoot.name + 2.ToString(); //构造皮带式输送机 BeltPart.transform.parent = OBJ.transform; BeltPart.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SideBoard.transform.parent = OBJ.transform; SideBoard.transform.localPosition = new Vector3(0, RCP.RCHigh, 0); SupportFoot.transform.parent = OBJ.transform; SupportFoot.transform.localPosition = new Vector3(0, 0, 0); SupportFoot2.transform.parent = OBJ.transform; SupportFoot2.transform.localPosition = new Vector3(0, 0, RCP.RCLength - 2 * BoardWidth); }
//单向输送机(垂直于高架库方向) #region Create_RollerConveyorGroup public void Create_RollerConveyorGroup(ParametersList1 PL, GameObject ConveyorGroup) { RollerConveyor_Parameter RCP = new RollerConveyor_Parameter(); RCP.RCHigh = PL.RCP.RCHigh - 0.1f; RCP.RCWidth = PL.RCP.RCWidth; RCP.RCLength = PL.MHP.HookupDistance + PL.MHP.TunnelWidth + 2 * PL.HP.Size.x - RCP.RCWidth; RCP.RollerRadius = PL.RCP.RollerRadius; GameObject Conveyor = new GameObject(); RollerConveyorType type = RollerConveyorType.Intact; RollerConveyor.Create_RollerConveyor(RCP, Conveyor, type); Conveyor.name = "RollerConveyor"; for (int i = 0; i < (PL.MHP.Num + 1) / 2 - 1; i++) { GameObject clone = Instantiate(Conveyor); clone.name = Conveyor.name + (i + 1).ToString(); clone.transform.parent = ConveyorGroup.transform; float TempValue = -PL.HP.Size.x - i * (PL.HP.Size.x * 2 + PL.MHP.HookupDistance + PL.MHP.TunnelWidth); clone.transform.localPosition = new Vector3(TempValue, 0, 0); clone.transform.Rotate(0, -90, 0); } DestroyImmediate(Conveyor); }
//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); }
//输出多线路运动数据 #region Create_PositionsList public void Create_PositionsList(ref ParametersList1 PL, out PositionsList PositonsList) { HighStoreShelf_Parameter HP = PL.HP; MultiHighBay_Parameter MHP = PL.MHP; RollerConveyor_Parameter RCP = PL.RCP; float ConveryorsLength = 2 * HP.ColumnWidth; //高架库位置信息 //HighBayPositions[i,0]记录第i个高架库坐标的X值,[i,1]记录第i个高架库坐标的Y值,[i,2]记录第i个高架库坐标的Z值; float[,] HighBayPositions = new float[MHP.Num, 3]; for (int i = 0; i < MHP.Num; i++) { HighBayPositions[i, 0] = -(HP.Size.x / 2 + i * HP.Size.x + ((i + 1) / 2) * MHP.TunnelWidth + (i / 2) * MHP.HookupDistance); HighBayPositions[i, 1] = 0; HighBayPositions[i, 2] = -PL.Distance - ConveryorsLength + HP.ColumnWidth; } //输送线的数据 //ConveyorPositions[i,0]记录第i个高架库坐标的X值,[i,1]记录第i个高架库坐标的Y值,[i,2]记录第i个高架库坐标的Z值; //[i,4]记录输送线的长度, float[,] ConveyorPositions = new float[MHP.Num, 4]; for (int i = 0; i < MHP.Num; i++) { ConveyorPositions[i, 1] = 0; ConveyorPositions[i, 2] = -PL.Distance; ConveyorPositions[i, 3] = 2 * HP.ColumnWidth; switch (i % 2) { case 0: ConveyorPositions[i, 0] = -((i + 1) * HP.Size.x + (i / 2) * MHP.TunnelWidth + (i / 2) * MHP.HookupDistance); ConveyorPositions[i, 0] = ConveyorPositions[i, 0] + RCP.RCWidth / 2; break; case 1: ConveyorPositions[i, 0] = -(i * HP.Size.x + ((i + 1) / 2) * MHP.TunnelWidth + (i / 2) * MHP.HookupDistance); ConveyorPositions[i, 0] = ConveyorPositions[i, 0] - RCP.RCWidth / 2; break; } } //堆垛机的坐标数据 //PilerPositions[i,0]记录第i个高架库坐标的X值,[i,1]记录第i个高架库坐标的Y值,[i,2]记录第i个高架库坐标的Z值; float[,] PilerPositions = new float[(MHP.Num + 1) / 2, 3]; for (int i = 0; i < (MHP.Num + 1) / 2; i++) { PilerPositions[i, 0] = -(MHP.TunnelWidth / 2 + i * (MHP.TunnelWidth + MHP.HookupDistance) + (2 * i + 1) * HP.Size.x); PilerPositions[i, 1] = 0; PilerPositions[i, 2] = -PL.Distance - ConveryorsLength + 2 * HP.ColumnWidth; } //高架库仓位数据 float[,,,] StorageBinPositions = new float[HP.FloorsNum, HP.ColumnsNum, 2, 3]; float temphigh = HP.FloorsHigh[0]; for (int i = 0; i < HP.FloorsNum; i++) { for (int j = 0; j < HP.ColumnsNum; j++) { StorageBinPositions[i, j, 0, 0] = 0; StorageBinPositions[i, j, 0, 1] = temphigh; StorageBinPositions[i, j, 0, 2] = -(HP.ColumnWidth * (j + 1) + HP.ColumnWidth / 4); StorageBinPositions[i, j, 1, 0] = 0; StorageBinPositions[i, j, 1, 1] = temphigh; StorageBinPositions[i, j, 1, 2] = -(HP.ColumnWidth * (j + 1) + 3 * HP.ColumnWidth / 4); } temphigh = temphigh + HP.FloorsHigh[i + 1]; } // PositionsList POL; POL.HighBayPositions = HighBayPositions; POL.PilerPositons = PilerPositions; POL.ConveyorPositons = ConveyorPositions; POL.StorageBinPositions = StorageBinPositions; PositonsList = POL; }