Пример #1
0
        private static void ProfilingSnapshot()
        {
            float maxX = 400;
            float maxZ = 400;

            var snapshotEntities = new Dictionary <EntityId, Entity>();
            var currentEntityId  = 2; //reserve id 1 for the scheduler

            Improbable.Collections.List <Improbable.Controller.NoFlyZone> noFlyZones = new Improbable.Collections.List <Improbable.Controller.NoFlyZone>();
            Improbable.Collections.List <ControllerInfo> controllers = new Improbable.Collections.List <ControllerInfo>();

            // CONTROLLERS
            int         firstController = currentEntityId;
            EntityId    controllerId    = new EntityId(currentEntityId++);
            Coordinates controllerPos   = new Coordinates(100, 0, 100);

            controllers.Add(new ControllerInfo(controllerId, controllerPos.ToSpatialVector3f()));
            snapshotEntities.Add(
                controllerId,
                EntityTemplateFactory.CreateControllerTemplate(
                    controllerPos,
                    new Vector3f(-maxX, 0, maxZ),
                    new Vector3f(maxX, 0, -maxZ),
                    noFlyZones,
                    PopulateControllerSlots()
                    ));
            int lastController = currentEntityId;
            // controller placement complete

            // ORDER GENERATOR
            // find and place order generator
            OrderGeneratorBehaviour orderGenerator = FindObjectOfType <OrderGeneratorBehaviour>();

            snapshotEntities.Add(
                SimulationSettings.OrderGeneratorEntityId,
                EntityTemplateFactory.CreateSchedulerTemplate(
                    new Vector3(0, 0, 0),
                    firstController,
                    lastController,
                    noFlyZones,
                    controllers
                    )
                );
            // end scheduler placement

            SnapshotMenu.SaveSnapshot(snapshotEntities, "profiling");
        }
Пример #2
0
        private static void LondonLarge()
        {
            float maxX = SimulationSettings.maxX; //routable width is 31500m
            float maxZ = SimulationSettings.maxZ; //routable height is 14000m

            var snapshotEntities = new Dictionary <EntityId, Entity>();
            var currentEntityId  = 2; //reserve id 1 for the scheduler

            Improbable.Collections.List <Improbable.Controller.NoFlyZone> noFlyZones = new Improbable.Collections.List <Improbable.Controller.NoFlyZone>();
            Improbable.Collections.List <ControllerInfo> controllers = new Improbable.Collections.List <ControllerInfo>();

            // NO FLY ZONES
            // start creating no fly zones from the editor
            NFZScript[] noFlyZoneScripts = FindObjectsOfType <NFZScript>();
            foreach (NFZScript noFlyZoneScript in noFlyZoneScripts)
            {
                noFlyZones.Add(noFlyZoneScript.GetNoFlyZone());
            }
            // end creation of no fly zones

            // CONTROLLERS
            // start placing controllers
            int firstController = currentEntityId;

            ControllerBehaviour[] controllerScripts = FindObjectsOfType <ControllerBehaviour>();
            foreach (ControllerBehaviour controllerScript in controllerScripts)
            {
                EntityId    controllerId  = new EntityId(currentEntityId++);
                Coordinates controllerPos = controllerScript.gameObject.transform.position.ToCoordinates();

                controllers.Add(new ControllerInfo(controllerId, controllerPos.ToSpatialVector3f()));

                snapshotEntities.Add(
                    controllerId,
                    EntityTemplateFactory.CreateControllerTemplate(
                        controllerPos,
                        new Vector3f(-maxX, 0, maxZ),
                        new Vector3f(maxX, 0, -maxZ),
                        noFlyZones,
                        PopulateControllerSlots()
                        ));
            }
            int lastController = currentEntityId;
            // controller placement complete

            // make nfz nodes show up on the inspector map
            //currentEntityId = ShowNoFlyZones(noFlyZones, snapshotEntities, currentEntityId);

            // ORDER GENERATOR
            // find and place order generator
            OrderGeneratorBehaviour orderGenerator = FindObjectOfType <OrderGeneratorBehaviour>();

            snapshotEntities.Add(
                SimulationSettings.OrderGeneratorEntityId,
                EntityTemplateFactory.CreateSchedulerTemplate(
                    orderGenerator.gameObject.transform.position,
                    firstController,
                    lastController,
                    noFlyZones,
                    controllers
                    )
                );
            // end scheduler placement

            SnapshotMenu.SaveSnapshot(snapshotEntities, "london_large");
        }