Пример #1
0
    //Tips表格信提取
    public TipsMotion TipsInfoGet(DataRow tips_row, string id, ref bool is_right)
    {
        _tipsMotion.TipsString = (string)tips_row[1].ToString();
        if (_tipsMotion.TipsString == "")
        {
            is_right = false;
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("TIPS", "CONTENT", id) + ",Tips文本信息为空!");
            }
            return(_tipsMotion);
        }
        //处理文本播放时长
        _tipsMotion.StandardTime = GetPlayTime(_tipsMotion.TipsString);
        //TODO:语音播放时长要与播放速率匹配,调节起来与一般调速不一样,还需要再调节
        _tipsMotion.TipsTimeControl();
        //显示位置处理
        DisplayPos((string)tips_row[2].ToString(), id, ref is_right);
        //是否为标题判断
        _tipsMotion.IsTitle = BoolenJudge((string)tips_row[3].ToString(), id, "TITLE", ref is_right);
        //是否可移动判断
        _tipsMotion.IsMoveable = BoolenJudge((string)tips_row[4].ToString(), id, "MOVE", ref is_right);
        //是否同步运动判断,暂时取消,同步运动放到Motion选项中
        //_tipsMotion.IsSynchronized = BoolenJudge((string)tips_row[5].ToString(), id, "SYNCHRONIZE", ref is_right);

        return(_tipsMotion);
    }
Пример #2
0
    //PROGRAM表格信息提取
    public bool ProgramInfoGet(DataRow program_row, string id, DataTable group_table, IList <IMotion> _motionList,
                               IList <IList <IMotion> > _complexMotionList)
    {
        //提取Program ID
        string programID = ((string)program_row[2].ToString()).ToUpper();

        //检验ID是否正确
        if (MotionPara.programMotionID.Contains(programID))
        {
            if (programID == "TONGBANG")
            {
                //铜棒敲击
                return(CopperHit(program_row, id, group_table, _motionList, _complexMotionList));
            }
            else if (programID == "BAIFANG")
            {
                //物体摆放
                return(ObjPut(program_row, id, group_table, _motionList, _complexMotionList));
            }
            else if (programID == "NINGSONG")
            {
                //螺钉拧松拧紧
                return(NingSong(program_row, id, group_table, _motionList, _complexMotionList));
            }
            else if (programID == "NINGCHU")
            {
                //螺钉拧进拧出
                return(NingChu(program_row, id, group_table, _motionList, _complexMotionList));
            }
            else
            {
                //Program ID错误
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("PROGRAM", "PROGRAMID", id) + "," + programID +
                                   ":此ProgramID暂未定义,请联系相关程序猿,请确认!");
                }
                return(false);
            }
        }
        else
        {
            //Program ID错误
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "PROGRAMID", id) + "," + programID + ":此ProgramID不存在,请确认!");
            }
            return(false);
        }
    }
Пример #3
0
 //标题和移动标志位判断
 private bool BoolenJudge(string bool_str, string id, string grid_type, ref bool is_right)
 {
     if (bool_str == "")
     {
         return(false);
     }
     else
     {
         bool_str = bool_str.ToUpper();
         if (bool_str == "TRUE")
         {
             return(true);
         }
         else if (bool_str == "FALSE")
         {
             return(false);
         }
         else
         {
             is_right = false;
             if (grid_type.ToUpper() == "TITLE")
             {
                 Debug.LogWarning(ErrorLocation.Locate("TIPS", "TITLE", id) + ", 标题填写错误,默认为非标题");
                 return(false);
             }
             else if (grid_type.ToUpper() == "MOVE")
             {
                 Debug.LogWarning(ErrorLocation.Locate("TIPS", "MOVE", id) + ", 移动选项填写错误,默认为非移动");
                 return(false);
             }
             else
             {
                 Debug.LogWarning(ErrorLocation.Locate("TIPS", "SYNCHRONIZE", id) + ", 同步运动选项填写错误,默认为同步");
                 return(true);
             }
         }
     }
 }
Пример #4
0
    //Excel表格信息提取总入口
    public bool ExcelAdd(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;
        //Motion Type
        int motionInt = IntConversion(excel_row[3].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "MOTIONTYPE", id) + ",运动方式填写错误!");
            }
            return(false);
        }
        ExcelInfoManager excelMana = new ExcelInfoManager();

        if (motionInt == 1 || motionInt == 2 || motionInt == 3 || motionInt == 4 || motionInt == 5 || motionInt == 6)
        {          //运动符合要求
            BasicMotion excelMotion = excelMana.SimpleMotion(excel_row, id, group_table, ref isRight, motionInt);
            if (!isRight)
            {
                return(false);
            }
            _motionList.Add(excelMotion);
        }
        else
        {          //报错
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "MOTIONTYPE", id) + ",运动方式填写错误,暂时未包含该种运动方式!");
            }
            return(false);
        }
        simpleID.Add(simpleID.Count, id);
        return(true);
    }
Пример #5
0
    //3DMAX表格信提取
    public MaxMotion MaxInfoGet(DataRow max_row, string id, ref bool is_right)
    {
        string objName = (string)max_row[2].ToString();

        _maxMotion.AnimationParent = GameObject.Find(objName);
        if (_maxMotion.AnimationParent == null)
        {
            is_right = false;
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("3DMAX", "OBJNAME", id) + ",动画所在物体名称错误!");
            }
            return(_maxMotion);
        }
        _maxMotion.AnimationName = (string)max_row[3].ToString();
        //时间确定
        try{
            _maxMotion.StandardTime = _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].length;
            _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed = 1.0f;
        }catch {
            is_right = false;
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("3DMAX", "ANINAME", id) + ",动画名字错误!");
            }
            return(_maxMotion);
        }
        string customTimeStr = (string)max_row[4].ToString();

        if (customTimeStr != "")
        {
            _maxMotion.StandardTime = FloatConversion(customTimeStr, ref is_right);
            if (!is_right || _maxMotion.StandardTime == 0)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "Time", id) + ",自定义动画播放时长设置错误!");
                }
                return(_maxMotion);
            }
            _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed =
                _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].length / _maxMotion.StandardTime;
        }

        //根据速率改变终止时间和播放速度
        _maxMotion.EndTime = _maxMotion.StandardTime / _maxMotion.SpeedRate;
        _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed
            = _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed * _maxMotion.SpeedRate;

        _maxMotion.RecordSpeed = _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed; //记录当前播放速度
        _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].speed = 0f;                     //当前播放速度设置为0

        if ((string)max_row[5].ToString() == "")
        {
            return(_maxMotion);
        }

        //PC2动画
        string[] pc2_1 = max_row[5].ToString().Split('|');
        string[] pc2_2 = max_row[6].ToString().Split('|');
        string[] pc2_3 = max_row[7].ToString().Split('|');
        _maxMotion.PC2_Animation_Name.Clear();
        _maxMotion.PC2_Animation_StartFrame.Clear();
        _maxMotion.PC2_Animation_EndFrame.Clear();
        for (int i = 0; i < pc2_1.Length; i++)
        {
            //Debug.Log(i+","+pc2_1[i]+","+pc2_2[i]+","+pc2_3[i]);

            if (GameObject.Find(pc2_1[i]) == null)
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2OBJNAME", id) + ",PC2动画所在物体名称错误!");
                }
                return(_maxMotion);
            }
            int num = 0;
            if (!int.TryParse(pc2_2[i], out num))
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2STARTFRAME", id) + ",PC2动画所在起始帧填写错误!");
                }
                return(_maxMotion);
            }
            else
            {
                if (int.Parse(pc2_2[i]) < 0)
                {
                    is_right = false;
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2STARTFRAME", id) + ",PC2动画所在起始帧必须大于或等于0!");
                    }
                    return(_maxMotion);
                }
            }

            if (!int.TryParse(pc2_3[i], out num))
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2EndFRAME", id) + ",PC2动画所在结束帧填写错误!");
                }
                return(_maxMotion);
            }

            if (int.Parse(pc2_2[i]) >= int.Parse(pc2_3[i]))
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2STARTFRAME", id) + ",PC2动画所在起始帧必须小于结束帧!");
                }
                return(_maxMotion);
            }
            int        pc2_frames = int.Parse(pc2_3[i]) - int.Parse(pc2_2[i]);
            float      pc2_time   = pc2_frames / _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].clip.frameRate;
            GameObject obj        = GameObject.Find(pc2_1[i]);
            if (Mathf.Abs(pc2_time - obj.GetComponent <MegaPointCache>().maxtime) > 0.01f)
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2STARTFRAME", id) + ",PC2动画所在起始帧结束帧差值不能刚好播完PC2动画!");
                }
                return(_maxMotion);
            }
            float pc2_endtime = int.Parse(pc2_3[i]) / _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].clip.frameRate;
            if (pc2_endtime > _maxMotion.AnimationParent.animation[_maxMotion.AnimationName].length)
            {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("3DMAX", "PC2EndFRAME", id) + ",PC2动画所在起始帧结束帧不能在父物体的动画内播完PC2动画!");
                }
                return(_maxMotion);
            }

            _maxMotion.PC2_Animation_Name.Add(pc2_1[i]);
            _maxMotion.PC2_Animation_StartFrame.Add(int.Parse(pc2_2[i]));
            _maxMotion.PC2_Animation_EndFrame.Add(int.Parse(pc2_3[i]));
        }

        return(_maxMotion);
    }
Пример #6
0
 //Tips显示位置处理
 private void DisplayPos(string pos_str, string id, ref bool is_right)
 {
     if (pos_str == "")
     {
         _tipsMotion.PosString = "down_left";
         _tipsMotion.IsString  = true;
     }
     else
     {
         if (pos_str.ToLower() == "down_left")
         {
             _tipsMotion.PosString = "down_left";
             _tipsMotion.IsString  = true;
         }
         else if (pos_str.ToLower() == "down_right")
         {
             _tipsMotion.PosString = "down_right";
             _tipsMotion.IsString  = true;
         }
         else if (pos_str.ToLower() == "top_left")
         {
             _tipsMotion.PosString = "top_left";
             _tipsMotion.IsString  = true;
         }
         else if (pos_str.ToLower() == "top_right")
         {
             _tipsMotion.PosString = "top_right";
             _tipsMotion.IsString  = true;
         }
         else if (pos_str.ToLower() == "center" || pos_str.ToLower() == "centre")
         {
             _tipsMotion.PosString = "center";
             _tipsMotion.IsString  = true;
         }
         else
         {
             string[] strArray = pos_str.Split(',', ',');
             if (strArray.Length != 2)
             {
                 _tipsMotion.PosString = "down_left";
                 _tipsMotion.IsString  = true;
                 Debug.LogWarning(ErrorLocation.Locate("TIPS", "POS", id) + ", 位置填写错误,默认为down_left");
                 is_right = false;
             }
             else
             {
                 try{
                     _tipsMotion.PosVec2.x = float.Parse(strArray[0]);
                     _tipsMotion.PosVec2.y = float.Parse(strArray[1]);
                 }catch {
                     _tipsMotion.PosString = "down_left";
                     _tipsMotion.IsString  = true;
                     Debug.LogWarning(ErrorLocation.Locate("TIPS", "POS", id) + ", 位置填写错误,默认为down_left");
                     is_right = false;
                     return;
                 }
                 _tipsMotion.IsString = false;
             }
         }
     }
 }
Пример #7
0
    //直接设定位置
    private bool SetPos(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        _simpleMotion.CurrentMotion = MotionType.SetPos;
        //Group Column
        int groupColumn = IntConversion(excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans = GameObject.Find(objName).transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.ParentTrans.position;
        _simpleMotion.StartEurler = _simpleMotion.ParentTrans.eulerAngles;
        //终止位置获取
        _simpleMotion.EndPos = Vector3Conversion((string)excel_row[12].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "POSITION", id) + ",参考位置填写错误!");
            }
            return(false);
        }
        _simpleMotion.EndEurler = Vector3Conversion((string)excel_row[13].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "EURLER", id) + ",参考角度填写错误!");
            }
            return(false);
        }
        //参考物体
        string refStr = ((string)excel_row[11].ToString()).ToUpper();

        if (refStr != "" && refStr != "WORLD")
        {
            GameObject empty = new GameObject();
            empty.name = "random_move_empty-" + id;
            Transform finalTrans;
            try{
                finalTrans = GameObject.Find((string)excel_row[11].ToString()).transform;
            }catch {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "REFER", id) + ",参考物体填写错误!");
                }
                return(false);
            }
            empty.transform.parent           = finalTrans;
            empty.transform.localPosition    = _simpleMotion.EndPos;
            empty.transform.localEulerAngles = _simpleMotion.EndEurler;
            _simpleMotion.EndPos             = empty.transform.position;
            _simpleMotion.EndEurler          = empty.transform.eulerAngles;
            GameObject.DestroyImmediate(empty);
        }
        _simpleMotion.StandardTime = 0.05f;
        _simpleMotion.EndTime      = 0.05f;
        return(true);
    }
Пример #8
0
    //螺钉拧进拧出
    private bool NingChu(DataRow program_row, string id, DataTable group_table, IList <IMotion> _motionList,
                         IList <IList <IMotion> > _complexMotionList)
    {
        Transform        firstObj         = null;
        Transform        firstObjParent   = null;
        List <Transform> parentList       = new List <Transform>();
        List <Transform> childList        = new List <Transform>();
        Transform        screwTrans       = null;
        Transform        screwTransParent = null;
        bool             isRight          = true;
        //Group Column
        int groupColumn = IntConversion((string)program_row[3].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCGROUP", id) + ",螺钉拧出运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName        = (string)group_table.Rows[0][groupColumn].ToString();
            firstObj       = GameObject.Find(objName).transform;
            firstObjParent = firstObj.parent;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                childList.Add(tempTrans);
                parentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCGROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //被拧物体
        try{
            screwTrans       = GameObject.Find((string)program_row[4].ToString()).transform;
            screwTransParent = screwTrans.parent;
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCREFER", id) + ",被拧物体填写有错误!");
            }
            return(false);
        }
        //扳手到螺钉距离
        Vector3 disNCVec = Vector3Conversion((string)program_row[5].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCDIS", id) + ",拧的距离填写有错误!");
            }
            return(false);
        }
        float disNC = disNCVec.magnitude;
        //旋转轴
        Vector3 rotateAxis = Vector3Conversion((string)program_row[6].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCAXIS", id) + ",拧的旋转轴填写有错误!");
            }
            return(false);
        }
        //螺钉拧出的距离
        Vector3 disNCLVec = Vector3Conversion((string)program_row[7].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCLDIS", id) + ",拧出来的距离填写有错误!");
            }
            return(false);
        }
        float disNCL = disNCLVec.magnitude;
        //移动速度
        float moveSpeed = MotionPara.toolMoveSpeed;

        if (program_row.Table.Columns.Count > 8)
        {
            if ((string)program_row[8].ToString() != "")
            {
                moveSpeed = FloatConversion((string)program_row[8].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCSPEED", id) + ",自定义速度填写有错误!");
                    }
                    return(false);
                }
            }
        }
        //扳手移进时的坐标轴,如果要通用化,请修改这里
        Vector3 moveVecUnit = new Vector3(0f, -1.0f, 0f);

        if (program_row.Table.Columns.Count > 9)
        {
            if ((string)program_row[9].ToString() != "")
            {
                moveVecUnit = Vector3Conversion((string)program_row[9].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "NCBANSHOU", id) + ",自定义扳手坐标轴填写有错误!");
                    }
                    return(false);
                }
            }
        }


        //参考空物体
        GameObject emptyRefer = new GameObject();

        emptyRefer.name = "NingChu_empty-" + id;
        //开始生成类数据
        IList <IMotion> tempMotionList = new List <IMotion>();
        //首次移进  New---Class
        BasicMotion _simpleMotion = new BasicMotion();

        _simpleMotion.State              = CurrentState.Active;
        _simpleMotion.CurrentMotion      = MotionType.MoveOnly;
        _simpleMotion.StartPos           = firstObj.position;
        _simpleMotion.StartEurler        = firstObj.eulerAngles;
        emptyRefer.transform.position    = firstObj.position;
        emptyRefer.transform.eulerAngles = firstObj.eulerAngles;
        _simpleMotion.ParentTrans        = firstObj;
        _simpleMotion.ListCopy(childList, parentList);


        Vector3 motionVec = moveVecUnit * disNC;

        emptyRefer.transform.Translate(motionVec, Space.Self);
        _simpleMotion.EndPos       = emptyRefer.transform.position;
        _simpleMotion.EndEurler    = emptyRefer.transform.eulerAngles;
        _simpleMotion.StandardTime = motionVec.magnitude / moveSpeed;
        _simpleMotion.SpeedVector  = motionVec / _simpleMotion.StandardTime;
        _simpleMotion.EndTime      = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        tempMotionList.Add(_simpleMotion);

        //拧出  New---Class
        BasicMotion _simpleMotion2 = new BasicMotion();

        _simpleMotion2.State         = CurrentState.Future;
        _simpleMotion2.CurrentMotion = MotionType.MoveRotateSingle;
        _simpleMotion2.ParentTrans   = screwTrans;
        _simpleMotion2.ListCopy(childList, parentList);
        _simpleMotion2.ChildList.Add(firstObj);
        _simpleMotion2.ParentList.Add(firstObjParent);
        _simpleMotion2.ChildList.Add(screwTrans);
        _simpleMotion2.ParentList.Add(screwTransParent);
        GameObject emptyObj = new GameObject();

        emptyObj.name = "move-rotate_empty-" + id + "-ningchu";
        emptyObj.transform.position    = screwTrans.position;
        emptyObj.transform.eulerAngles = screwTrans.eulerAngles;
        //将emptyRefer当做扳手用于后面过程定位
        emptyRefer.transform.parent = emptyObj.transform;
        _simpleMotion2.StartPos     = screwTrans.position;
        _simpleMotion2.StartEurler  = screwTrans.eulerAngles;
        _simpleMotion2.RotateAxis   = rotateAxis;
        float rotateDegree = disNCL / MotionPara.rotateDegreeRate * 360f;

        _simpleMotion2.RotateSpeed  = MotionPara.wrenchSpeed * 7;
        _simpleMotion2.StandardTime = rotateDegree / _simpleMotion2.RotateSpeed;
        motionVec = -rotateAxis * disNCL;
        emptyObj.transform.Translate(motionVec, Space.Self);
        motionVec = _simpleMotion2.ParentTrans.TransformDirection(motionVec).normalized *disNCL;
        _simpleMotion2.SpeedVector = motionVec / _simpleMotion2.StandardTime;
        _simpleMotion2.EndPos      = emptyObj.transform.position;
        emptyObj.transform.Rotate(rotateAxis * rotateDegree, Space.Self);
        _simpleMotion2.EndEurler       = emptyObj.transform.eulerAngles;
        emptyRefer.transform.parent    = null;
        emptyObj.transform.position    = _simpleMotion2.StartPos;
        emptyObj.transform.eulerAngles = _simpleMotion2.StartEurler;
        _simpleMotion2.EmptyObj        = emptyObj;
        _simpleMotion2.EndTime         = _simpleMotion2.StandardTime / _simpleMotion2.SpeedRate;
        tempMotionList.Add(_simpleMotion2);
        //最后退出  New---Class
        BasicMotion _simpleMotion6 = new BasicMotion();

        _simpleMotion6.State         = CurrentState.Future;
        _simpleMotion6.CurrentMotion = MotionType.MoveOnly;
        _simpleMotion6.StartPos      = emptyRefer.transform.position;
        _simpleMotion6.StartEurler   = emptyRefer.transform.eulerAngles;
        _simpleMotion6.ParentTrans   = firstObj;
        _simpleMotion6.ListCopy(childList, parentList);
        motionVec = -moveVecUnit * disNC;
        emptyRefer.transform.Translate(motionVec, Space.Self);
        _simpleMotion6.EndPos       = emptyRefer.transform.position;
        _simpleMotion6.EndEurler    = emptyRefer.transform.eulerAngles;
        _simpleMotion6.StandardTime = motionVec.magnitude / moveSpeed;
        _simpleMotion6.SpeedVector  = motionVec / _simpleMotion6.StandardTime;
        _simpleMotion6.EndTime      = _simpleMotion6.StandardTime / _simpleMotion6.SpeedRate;
        tempMotionList.Add(_simpleMotion6);
        _complexMotionList.Add(tempMotionList);
        emptyRefer.transform.parent = null;
        GameObject.DestroyImmediate(emptyRefer);


        return(true);
    }
Пример #9
0
    //部件摆放处理
    private bool ObjPut(DataRow program_row, string id, DataTable group_table, IList <IMotion> _motionList,
                        IList <IList <IMotion> > _complexMotionList)
    {
        Transform        firstObj   = null;
        List <Transform> parentList = new List <Transform>();
        List <Transform> childList  = new List <Transform>();
        bool             isRight    = true;
        //Group Column
        int groupColumn = IntConversion((string)program_row[3].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFGROUP", id) + ",任意摆放运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName  = (string)group_table.Rows[0][groupColumn].ToString();
            firstObj = GameObject.Find(objName).transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                childList.Add(tempTrans);
                parentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFGROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //参考物体
        Transform referTrans = null;

        try{
            referTrans = GameObject.Find((string)program_row[4].ToString()).transform;
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFREFER", id) + ",任意摆放运动参考物体填写错误!");
            }
            return(false);
        }
        //判断是工具移出还是任意部件移动,默认为任意部件
        bool isTool = false;

        if (program_row.Table.Columns.Count >= 5)
        {
            if ((string)program_row[5].ToString() == "")
            {
                isTool = true;
            }
        }
        //任意部件移动信息提取
        Vector3 finalPos   = new Vector3(0f, 0f, 0f);
        Vector3 finalEuler = new Vector3(0f, 0f, 0f);

        if (!isTool)
        {
            if (program_row.Table.Columns.Count >= 7)
            {
                //提取相对位置
                finalPos = Vector3Conversion((string)program_row[5].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFPOS", id) + ",相对位置信息填写有错误!");
                    }
                    return(false);
                }
                //提取相对角度
                finalEuler = Vector3Conversion((string)program_row[6].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFEULER", id) + ",相对角度信息填写有错误!");
                    }
                    return(false);
                }
                GameObject emptyRefer = new GameObject();
                emptyRefer.name                       = "ObjPut_empty_Refer-" + id;
                emptyRefer.transform.parent           = referTrans;
                emptyRefer.transform.localPosition    = finalPos;
                emptyRefer.transform.localEulerAngles = finalEuler;
                finalPos   = emptyRefer.transform.position;
                finalEuler = emptyRefer.transform.eulerAngles;
                emptyRefer.transform.parent = null;
                GameObject.DestroyImmediate(emptyRefer);
            }
            else
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFEULER", id) + ",相对位置或角度信息填写有错误!");
                }
                return(false);
            }
        }
        else
        {
            int toolIndex = MotionPara.toolsName.IndexOf(objName);
            if (toolIndex == -1)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFGROUP", id) +
                                   ",Group号对应的Group表第一个物体在Tool.xls工具信息中找不到,请确认!");
                }
                return(false);
            }
            else
            {
                finalPos   = MotionPara.toolsInitPos[toolIndex];
                finalEuler = MotionPara.toolsInitEuler[toolIndex];
            }
        }
        //自定义速度提取
        float moveSpeed = MotionPara.toolMoveSpeed;

        if (program_row.Table.Columns.Count > 7)
        {
            if ((string)program_row[7].ToString() != "")
            {
                moveSpeed = FloatConversion((string)program_row[7].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFSPEED", id) + ",自定义速度填写有错误!");
                    }
                    return(false);
                }
            }
        }
        //自定义安全高度
        float safeHeight = MotionPara.safeHeight;

        if (program_row.Table.Columns.Count > 8)
        {
            if ((string)program_row[8].ToString() != "")
            {
                safeHeight = FloatConversion((string)program_row[8].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "BFHEIGHT", id) + ",自定义安全高度填写有错误!");
                    }
                    return(false);
                }
            }
        }

        //开始生成类数据
        IList <IMotion> tempMotionList = new List <IMotion>();
        //首先上升到安全高度
        //New Class,世界坐标移动
        BasicMotion _simpleMotion = new BasicMotion();

        _simpleMotion.State         = CurrentState.Active;
        _simpleMotion.CurrentMotion = MotionType.WorldMove;
        _simpleMotion.StartPos      = firstObj.position;
        _simpleMotion.StartEurler   = firstObj.eulerAngles;
        _simpleMotion.ParentTrans   = firstObj;
        _simpleMotion.ListCopy(childList, parentList);
        //如果部件摆放的safeHeight对应的轴要改,修改这个参数
        Vector3 motionVec = new Vector3(0f, safeHeight - _simpleMotion.StartPos.y, 0f);

        _simpleMotion.EndPos    = new Vector3(_simpleMotion.StartPos.x, safeHeight, _simpleMotion.StartPos.z);
        _simpleMotion.EndEurler = _simpleMotion.StartEurler;
        if (motionVec.magnitude == 0f)
        {
            _simpleMotion.StandardTime = 0.05f;
            _simpleMotion.SpeedVector  = new Vector3(0f, 0f, 0f);
        }
        else
        {
            _simpleMotion.StandardTime = motionVec.magnitude / moveSpeed;
            _simpleMotion.SpeedVector  = motionVec / _simpleMotion.StandardTime;
        }
        _simpleMotion.EndTime = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        tempMotionList.Add(_simpleMotion);

        //New Class---任意移动过度到目标位置上方
        BasicMotion _simpleMotion2 = new BasicMotion();

        _simpleMotion2.State         = CurrentState.Future;
        _simpleMotion2.CurrentMotion = MotionType.RandomMotion;
        _simpleMotion2.StartPos      = _simpleMotion.EndPos;
        _simpleMotion2.StartEurler   = _simpleMotion.EndEurler;
        _simpleMotion2.ParentTrans   = firstObj;
        _simpleMotion2.ListCopy(childList, parentList);
        _simpleMotion2.EndPos    = new Vector3(finalPos.x, safeHeight, finalPos.z);
        _simpleMotion2.EndEurler = finalEuler;
        motionVec = _simpleMotion2.EndPos - _simpleMotion2.StartPos;
        float moveTime   = 0;
        float rotateTime = 0;

        moveTime = motionVec.magnitude / moveSpeed;
        Vector3 angleDiff = GetAngleDiff(_simpleMotion2.StartEurler, ref _simpleMotion2.EndEurler);

        rotateTime = Vector3.Angle(_simpleMotion2.StartEurler, _simpleMotion2.EndEurler) / MotionPara.toolRotateSpeed;
        if (moveTime == 0 && rotateTime == 0)
        {
            _simpleMotion2.StandardTime = 0.05f;
            _simpleMotion2.SpeedVector  = Vector3.zero;
            _simpleMotion2.AngleVector  = Vector3.zero;
        }
        else if (moveTime > rotateTime)
        {
            _simpleMotion2.StandardTime = moveTime;
            _simpleMotion2.SpeedVector  = motionVec / moveTime;
            _simpleMotion2.AngleVector  = angleDiff / moveTime;
        }
        else
        {
            _simpleMotion2.StandardTime = rotateTime;
            _simpleMotion2.SpeedVector  = motionVec / rotateTime;
            _simpleMotion2.AngleVector  = angleDiff / rotateTime;
        }
        _simpleMotion2.EndTime = _simpleMotion2.StandardTime / _simpleMotion2.SpeedRate;
        tempMotionList.Add(_simpleMotion2);

        //New Class,下移到目标位置
        BasicMotion _simpleMotion3 = new BasicMotion();

        _simpleMotion3.State         = CurrentState.Future;
        _simpleMotion3.CurrentMotion = MotionType.WorldMove;
        _simpleMotion3.StartPos      = _simpleMotion2.EndPos;
        _simpleMotion3.StartEurler   = _simpleMotion2.EndEurler;
        _simpleMotion3.ParentTrans   = firstObj;
        _simpleMotion3.ListCopy(childList, parentList);
        _simpleMotion3.EndPos    = finalPos;
        _simpleMotion3.EndEurler = finalEuler;
        motionVec = _simpleMotion3.EndPos - _simpleMotion3.StartPos;
        if (motionVec.magnitude == 0f)
        {
            _simpleMotion3.StandardTime = 0.05f;
            _simpleMotion3.SpeedVector  = new Vector3(0f, 0f, 0f);
        }
        else
        {
            _simpleMotion3.StandardTime = motionVec.magnitude / moveSpeed;
            _simpleMotion3.SpeedVector  = motionVec / _simpleMotion3.StandardTime;
        }
        _simpleMotion3.EndTime = _simpleMotion3.StandardTime / _simpleMotion3.SpeedRate;
        tempMotionList.Add(_simpleMotion3);
        _complexMotionList.Add(tempMotionList);
        return(true);
    }
Пример #10
0
    //螺钉拧松拧紧
    private bool NingSong(DataRow program_row, string id, DataTable group_table, IList <IMotion> _motionList,
                          IList <IList <IMotion> > _complexMotionList)
    {
        Transform        firstObj         = null;
        Transform        firstObjParent   = null;
        List <Transform> parentList       = new List <Transform>();
        List <Transform> childList        = new List <Transform>();
        Transform        screwTrans       = null;
        Transform        screwTransParent = null;
        bool             isRight          = true;
        //Group Column
        int groupColumn = IntConversion((string)program_row[3].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSGROUP", id) + ",螺钉拧松运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName        = (string)group_table.Rows[0][groupColumn].ToString();
            firstObj       = GameObject.Find(objName).transform;
            firstObjParent = firstObj.parent;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                childList.Add(tempTrans);
                parentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSGROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //被拧物体
        try{
            screwTrans       = GameObject.Find((string)program_row[4].ToString()).transform;
            screwTransParent = screwTrans.parent;
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSREFER", id) + ",被拧物体填写有错误!");
            }
            return(false);
        }
        //拧的次数
        int twistTimes = IntConversion((string)program_row[5].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSTIMES", id) + ",拧的次数填写有错误!");
            }
            return(false);
        }
        //扳手到螺钉距离
        Vector3 disNSVec = Vector3Conversion((string)program_row[6].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSDIS", id) + ",拧的距离填写有错误!");
            }
            return(false);
        }
        float disNS = disNSVec.magnitude;
        //旋转轴
        Vector3 rotateAxis = Vector3Conversion((string)program_row[7].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSAXIS", id) + ",拧的旋转轴填写有错误!");
            }
            return(false);
        }
        //拧的角度大小
        float twistDegree = FloatConversion((string)program_row[8].ToString(), ref isRight);

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSDEGREE", id) + ",拧的旋转轴填写有错误!");
            }
            return(false);
        }
        //移动速度
        float moveSpeed = MotionPara.toolMoveSpeed;

        if (program_row.Table.Columns.Count > 9)
        {
            if ((string)program_row[9].ToString() != "")
            {
                moveSpeed = FloatConversion((string)program_row[9].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSSPEED", id) + ",自定义速度填写有错误!");
                    }
                    return(false);
                }
            }
        }
        //扳手移出的微小距离
        float wrenchBackDis = MotionPara.wrenchBackDis;

        if (program_row.Table.Columns.Count > 10)
        {
            if ((string)program_row[10].ToString() != "")
            {
                wrenchBackDis = FloatConversion((string)program_row[10].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSWREHCHDIS", id) + ",自定义扳手回退距离填写有错误!");
                    }
                    return(false);
                }
            }
        }

        //扳手移进时的坐标轴,如果要通用化,请修改这里
        Vector3 moveVecUnit = new Vector3(-1.0f, 0f, 0f);

        if (program_row.Table.Columns.Count > 11)
        {
            if ((string)program_row[11].ToString() != "")
            {
                moveVecUnit = Vector3Conversion((string)program_row[11].ToString(), ref isRight);
                if (!isRight)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("PROGRAM", "NSBANSHOU", id) + ",自定义扳手坐标轴填写有错误!");
                    }
                    return(false);
                }
            }
        }

        //参考空物体
        GameObject emptyRefer = new GameObject();

        emptyRefer.name = "NingSong_empty-" + id;
        //开始生成类数据
        IList <IMotion> tempMotionList = new List <IMotion>();
        //首次移进  New---Class
        BasicMotion _simpleMotion = new BasicMotion();

        _simpleMotion.State              = CurrentState.Active;
        _simpleMotion.CurrentMotion      = MotionType.MoveOnly;
        _simpleMotion.StartPos           = firstObj.position;
        _simpleMotion.StartEurler        = firstObj.eulerAngles;
        emptyRefer.transform.position    = firstObj.position;
        emptyRefer.transform.eulerAngles = firstObj.eulerAngles;
        _simpleMotion.ParentTrans        = firstObj;
        _simpleMotion.ListCopy(childList, parentList);


        //扳手拧一圈时移动的距离
        float   screwBack = (twistDegree / 30f) * MotionPara.screwBackRate;
        Vector3 motionVec = moveVecUnit * disNS;

        emptyRefer.transform.Translate(motionVec, Space.Self);
        _simpleMotion.EndPos       = emptyRefer.transform.position;
        _simpleMotion.EndEurler    = emptyRefer.transform.eulerAngles;
        _simpleMotion.StandardTime = motionVec.magnitude / moveSpeed;
        _simpleMotion.SpeedVector  = motionVec / _simpleMotion.StandardTime;
        _simpleMotion.EndTime      = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        tempMotionList.Add(_simpleMotion);

        for (int i = 0; i < twistTimes; i++)
        {
            //拧  New---Class
            BasicMotion _simpleMotion2 = new BasicMotion();
            _simpleMotion2.State         = CurrentState.Future;
            _simpleMotion2.CurrentMotion = MotionType.MoveRotateSingle;
            _simpleMotion2.ParentTrans   = screwTrans;
            _simpleMotion2.ListCopy(childList, parentList);
            _simpleMotion2.ChildList.Add(firstObj);
            _simpleMotion2.ParentList.Add(firstObjParent);
            _simpleMotion2.ChildList.Add(screwTrans);
            _simpleMotion2.ParentList.Add(screwTransParent);
            GameObject emptyObj = new GameObject();
            emptyObj.name = "move-rotate_empty-" + id + "-" + i.ToString();
            emptyObj.transform.position    = screwTrans.position;
            emptyObj.transform.eulerAngles = screwTrans.eulerAngles;
            //将emptyRefer当做扳手用于后面过程定位
            emptyRefer.transform.parent = emptyObj.transform;
            _simpleMotion2.StartPos     = screwTrans.position;
            _simpleMotion2.StartEurler  = screwTrans.eulerAngles;
            _simpleMotion2.RotateAxis   = rotateAxis;
            _simpleMotion2.RotateSpeed  = MotionPara.wrenchSpeed;
            _simpleMotion2.StandardTime = twistDegree / _simpleMotion2.RotateSpeed;
            motionVec = -rotateAxis * screwBack;
            emptyObj.transform.Translate(motionVec, Space.Self);
            motionVec = _simpleMotion2.ParentTrans.TransformDirection(motionVec).normalized *screwBack;
            _simpleMotion2.SpeedVector = motionVec / _simpleMotion2.StandardTime;
            _simpleMotion2.EndPos      = emptyObj.transform.position;
            emptyObj.transform.Rotate(rotateAxis * twistDegree, Space.Self);
            _simpleMotion2.EndEurler       = emptyObj.transform.eulerAngles;
            emptyRefer.transform.parent    = null;
            emptyObj.transform.position    = _simpleMotion2.StartPos;
            emptyObj.transform.eulerAngles = _simpleMotion2.StartEurler;
            _simpleMotion2.EmptyObj        = emptyObj;
            _simpleMotion2.EndTime         = _simpleMotion2.StandardTime / _simpleMotion2.SpeedRate;
            tempMotionList.Add(_simpleMotion2);
            //中间循环动作
            if (twistTimes - i > 1)
            {
                //扳手退出很小的距离  New---Class
                BasicMotion _simpleMotion3 = new BasicMotion();
                _simpleMotion3.State         = CurrentState.Future;
                _simpleMotion3.CurrentMotion = MotionType.MoveOnly;
                _simpleMotion3.ParentTrans   = firstObj;
                _simpleMotion3.ListCopy(childList, parentList);
                _simpleMotion3.StartPos    = emptyRefer.transform.position;
                _simpleMotion3.StartEurler = emptyRefer.transform.eulerAngles;
                motionVec = new Vector3(1f, 0f, 0f) * wrenchBackDis / 3;
                emptyRefer.transform.Translate(motionVec, Space.Self);
                _simpleMotion3.EndPos       = emptyRefer.transform.position;
                _simpleMotion3.EndEurler    = emptyRefer.transform.eulerAngles;
                _simpleMotion3.StandardTime = motionVec.magnitude / moveSpeed;
                _simpleMotion3.SpeedVector  = motionVec / _simpleMotion3.StandardTime;
                _simpleMotion3.EndTime      = _simpleMotion3.StandardTime / _simpleMotion3.SpeedRate;
                tempMotionList.Add(_simpleMotion3);

                //扳手回转  New---Class
                BasicMotion _simpleMotion4 = new BasicMotion();
                _simpleMotion4.State         = CurrentState.Future;
                _simpleMotion4.CurrentMotion = MotionType.RotateOnly;
                _simpleMotion4.ParentTrans   = firstObj;
                _simpleMotion4.ListCopy(childList, parentList);
                _simpleMotion4.StartPos     = emptyRefer.transform.position;
                _simpleMotion4.StartEurler  = emptyRefer.transform.eulerAngles;
                _simpleMotion4.RotateCenter = _simpleMotion4.ParentTrans.position;
                _simpleMotion4.RotateAxis   = new Vector3(rotateAxis.z, 0f, 0f);
                _simpleMotion4.RotateAxis   = _simpleMotion4.ParentTrans.TransformDirection(_simpleMotion4.RotateAxis);
                _simpleMotion4.RotateSpeed  = MotionPara.wrenchSpeed * 4f;
                _simpleMotion4.StandardTime = twistDegree / _simpleMotion4.RotateSpeed;
                emptyRefer.transform.RotateAround(_simpleMotion4.RotateCenter, _simpleMotion4.RotateAxis, twistDegree);
                _simpleMotion4.EndPos    = emptyRefer.transform.position;
                _simpleMotion4.EndEurler = emptyRefer.transform.eulerAngles;
                _simpleMotion4.EndTime   = _simpleMotion4.StandardTime / _simpleMotion4.SpeedRate;
                tempMotionList.Add(_simpleMotion4);

                //扳手再次进入  New---Class
                BasicMotion _simpleMotion5 = new BasicMotion();
                _simpleMotion5.State         = CurrentState.Future;
                _simpleMotion5.CurrentMotion = MotionType.MoveOnly;
                _simpleMotion5.ParentTrans   = firstObj;
                _simpleMotion5.ListCopy(childList, parentList);
                _simpleMotion5.StartPos    = emptyRefer.transform.position;
                _simpleMotion5.StartEurler = emptyRefer.transform.eulerAngles;
                motionVec = new Vector3(-1f, 0f, 0f) * wrenchBackDis / 3;
                emptyRefer.transform.Translate(motionVec, Space.Self);
                _simpleMotion5.EndPos       = emptyRefer.transform.position;
                _simpleMotion5.EndEurler    = emptyRefer.transform.eulerAngles;
                _simpleMotion5.StandardTime = motionVec.magnitude / moveSpeed;
                _simpleMotion5.SpeedVector  = motionVec / _simpleMotion5.StandardTime;
                _simpleMotion5.EndTime      = _simpleMotion5.StandardTime / _simpleMotion5.SpeedRate;
                tempMotionList.Add(_simpleMotion5);
            }
        }
        //最后退出  New---Class
        BasicMotion _simpleMotion6 = new BasicMotion();

        _simpleMotion6.State         = CurrentState.Future;
        _simpleMotion6.CurrentMotion = MotionType.MoveOnly;
        _simpleMotion6.StartPos      = emptyRefer.transform.position;
        _simpleMotion6.StartEurler   = emptyRefer.transform.eulerAngles;
        _simpleMotion6.ParentTrans   = firstObj;
        _simpleMotion6.ListCopy(childList, parentList);
        motionVec = -moveVecUnit * disNS;
        emptyRefer.transform.Translate(motionVec, Space.Self);
        _simpleMotion6.EndPos       = emptyRefer.transform.position;
        _simpleMotion6.EndEurler    = emptyRefer.transform.eulerAngles;
        _simpleMotion6.StandardTime = motionVec.magnitude / moveSpeed;
        _simpleMotion6.SpeedVector  = motionVec / _simpleMotion6.StandardTime;
        _simpleMotion6.EndTime      = _simpleMotion6.StandardTime / _simpleMotion6.SpeedRate;
        tempMotionList.Add(_simpleMotion6);
        _complexMotionList.Add(tempMotionList);
        emptyRefer.transform.parent = null;
        GameObject.DestroyImmediate(emptyRefer);
        return(true);
    }
Пример #11
0
    //Camera表格信提取
    public CameraMotion CameraInfoGet(DataRow camera_row, string id, ref bool is_right)
    {
        //摄像机名称检查
        string cameraName = (string)camera_row[2].ToString();

        is_right = Check(cameraName);
        if (!is_right)
        {
            //摄像机名称出错
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("CAMERA", "NAME", id) + ",摄像机名称错误!");
            }
            return(_cameraMotion);
        }
        //圆弧运动、直线和路径运动确定,圆弧优先级高于其他,根据【旋转参考物体:9】是否有填来确定
        string rotateRefStr = (string)camera_row[9].ToString();
        string pathName     = "";

        if (rotateRefStr == "")
        {
            pathName = (string)camera_row[14].ToString();
            if (pathName == "")
            {
                _cameraMotion.CurrentMotion = CameraMotionType.Line;  //直线运动
            }
            else
            {
                _cameraMotion.CurrentMotion = CameraMotionType.VisualPath;  //可视化路径运动
            }
        }
        else            //圆弧运动
        {
            _cameraMotion.CurrentMotion = CameraMotionType.Circular;
            try{
                _cameraMotion.RotateCenter = GameObject.Find(rotateRefStr).transform.position;
            }catch {
                is_right = false;
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "ROTATEREF", id) + ",旋转参考物体填写错误!");
                }
                return(_cameraMotion);
            }
        }
        //观察中心物体处理
        string targetTransStr = (string)camera_row[3].ToString();

        if (targetTransStr != "")
        {
            try
            {
                CameraMotion.TargetTrans = GameObject.Find(targetTransStr).transform;
            }
            catch
            {
                is_right = false;
                //摄像机名称出错
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "OBSERVER", id) + ",观察物体填写错误!");
                }
                return(_cameraMotion);
            }
        }
        else
        {
            if (_cameraMotion.CurrentMotion != CameraMotionType.VisualPath)
            {
                is_right = false;
                //摄像机名称出错
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "OBSERVER", id) + ",直线和圆弧模式下必须有观察物体!");
                }
                return(_cameraMotion);
            }
        }
        //起始位置确定
        bool       isRelativePos  = false;   //用于目标位置确定
        string     relativeRefStr = (string)camera_row[4].ToString();
        string     startPosStr    = (string)camera_row[5].ToString();
        string     endPosStr      = (string)camera_row[6].ToString();
        GameObject empty          = new GameObject();

        empty.name = "camera_motion_empty-" + id;
        Transform relativeTrans = null;

        if (startPosStr == "")
        {
            _cameraMotion.StartPos   = CameraMotion.CurrentCamera.transform.position;
            _cameraMotion.needSetPos = false;
        }
        else
        {
            //默认为世界坐标位置
            _cameraMotion.StartPos = Vector3Conversion(startPosStr, ref is_right);
            if (!is_right)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "SPOSITION", id) + ",摄像机初始位置错误!");
                }
                return(_cameraMotion);
            }
            if (relativeRefStr != "")              //相对坐标位置
            {
                isRelativePos = true;
                try{
                    relativeTrans = GameObject.Find(relativeRefStr).transform;
                }catch {
                    is_right = false;
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "RELATIVE", id) + ",相对位置参考物体填写错误!");
                    }
                    return(_cameraMotion);
                }
                empty.transform.parent        = relativeTrans;
                empty.transform.localPosition = _cameraMotion.StartPos;
                _cameraMotion.StartPos        = empty.transform.position;
                empty.transform.parent        = null;
            }
            if ((_cameraMotion.StartPos - CameraMotion.CurrentCamera.transform.position).magnitude > 0.01f)
            {
                _cameraMotion.needSetPos = true;
            }
            else
            {
                _cameraMotion.needSetPos = false;
            }
        }
        //视域缩放参数确定
        string endSizeStr = (string)camera_row[8].ToString();

        if (endSizeStr == "")
        {
            _cameraMotion.HasSizeChange = false;
        }
        else
        {
            _cameraMotion.HasSizeChange = true;
            _cameraMotion.EndSize       = FloatConversion(endSizeStr, ref is_right);
            if (!is_right)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "APORT", id) + ",摄像机视域变化终值错误!");
                }
                return(_cameraMotion);
            }
            string startSizeStr = (string)camera_row[7].ToString();
            if (startSizeStr == "")
            {
                _cameraMotion.StartSize = _cameraMotion.GetCameraPortValue();
            }
            else
            {
                _cameraMotion.StartSize = FloatConversion(startSizeStr, ref is_right);
                if (!is_right)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "SPORT", id) + ",摄像机视域变化初值错误!");
                    }
                    return(_cameraMotion);
                }
            }
        }
        //直线、可视化路径、旋转运动分别处理
        if (_cameraMotion.CurrentMotion == CameraMotionType.Circular)          //圆弧过程
        //旋转速度获取
        {
            _cameraMotion.RotateSpeed = MotionPara.cameraAngleSpeed;
            string customRotStr = (string)camera_row[13].ToString();
            if (customRotStr != "")
            {
                _cameraMotion.RotateSpeed = FloatConversion(customRotStr, ref is_right);
                if (!is_right)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "ROTATESPEED", id) + ",自定义角速度错误!");
                    }
                    return(_cameraMotion);
                }
            }
            //旋转角度
            float rotateDegree = FloatConversion((string)camera_row[11].ToString(), ref is_right);
            if (!is_right)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "DEGREE", id) + ",旋转角度错误!");
                }
                return(_cameraMotion);
            }
            //旋转轴
            _cameraMotion.RotateAxis = Vector3Conversion((string)camera_row[10].ToString(), ref is_right);
            if (!is_right)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("CAMERA", "AXIS", id) + ",旋转轴错误!");
                }
                return(_cameraMotion);
            }
            _cameraMotion.RotateAxis = GameObject.Find(rotateRefStr).transform.TransformDirection(_cameraMotion.RotateAxis);
            //终止信息记录
            GameObject emptyCamera = new GameObject();
            emptyCamera.name = "camera_empty-" + id;
            emptyCamera.transform.position    = _cameraMotion.StartPos;
            emptyCamera.transform.eulerAngles = CameraMotion.CurrentCamera.transform.eulerAngles;
            emptyCamera.transform.RotateAround(_cameraMotion.RotateCenter, _cameraMotion.RotateAxis, rotateDegree);
            _cameraMotion.EndPos = emptyCamera.transform.position;
            GameObject.DestroyImmediate(emptyCamera);
            //时间
            _cameraMotion.StandardTime = rotateDegree / _cameraMotion.RotateSpeed;
        }
        else
        {
            //直线速度获取
            float  moveSpeed     = MotionPara.cameraLineSpeed;
            string customMoveStr = (string)camera_row[12].ToString();
            if (customMoveStr != "")
            {
                moveSpeed = FloatConversion(customMoveStr, ref is_right);
                if (!is_right)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "MOVESPEED", id) + ",自定义直线速度错误!");
                    }
                    return(_cameraMotion);
                }
            }
            if (endPosStr == "" && _cameraMotion.CurrentMotion == CameraMotionType.VisualPath)
            {
                //Do nothing
            }
            else
            {
                //默认为世界坐标位置
                _cameraMotion.EndPos = Vector3Conversion(endPosStr, ref is_right);
                if (!is_right)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "APOSITION", id) + ",摄像机目标位置错误,直线时必须填!");
                    }
                    return(_cameraMotion);
                }
                //是相对位置
                if (isRelativePos)
                {
                    empty.transform.parent        = relativeTrans;
                    empty.transform.localPosition = _cameraMotion.EndPos;
                    _cameraMotion.EndPos          = empty.transform.position;
                    empty.transform.parent        = null;
                }
            }
            if (_cameraMotion.CurrentMotion == CameraMotionType.VisualPath)  //可视化路径运动
            {
                JsonLoad(pathName, _cameraMotion.crSpline, ref is_right);
                if (!is_right)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("CAMERA", "PATHNAME", id) + ",摄像机可视化路径名称填写错误!");
                    }
                    return(_cameraMotion);
                }
                if (startPosStr != "")
                {
                    _cameraMotion.crSpline.controlPoints[0] = _cameraMotion.StartPos;
                }
                if (endPosStr != "")
                {
                    _cameraMotion.crSpline.controlPoints[_cameraMotion.crSpline.controlPoints.Count - 1] = _cameraMotion.EndPos;
                }
                AngleOptimization(_cameraMotion.crSpline.rotationList);
                _cameraMotion.crSpline.pts = _cameraMotion.crSpline.PathControlPointGenerator(_cameraMotion.crSpline.controlPoints.ToArray());
                _cameraMotion.StandardTime = _cameraMotion.crSpline.TimeGet(_cameraMotion.crSpline.pts, moveSpeed);
                _cameraMotion.crSpline.TimeRateGenerator(_cameraMotion.crSpline.rotationList.Count);
            }
            else  //直线运动过程
            {
                //运动向量
                Vector3 motionVec = _cameraMotion.EndPos - _cameraMotion.StartPos;
                //时间
                _cameraMotion.StandardTime = motionVec.magnitude / moveSpeed;
                //线速度
                _cameraMotion.SpeedVector = motionVec / _cameraMotion.StandardTime;
            }
        }
        if (_cameraMotion.StandardTime == 0)
        {
            is_right = false;
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("CAMERA", "ID", id) + ",计算出的移动时间为0,请检查信息填写是否正确!");
            }
            return(_cameraMotion);
        }
        if (_cameraMotion.HasSizeChange)
        {
            _cameraMotion.SizeSpeed = (_cameraMotion.EndSize - _cameraMotion.StartSize) / _cameraMotion.StandardTime;
        }
        _cameraMotion.EndTime = _cameraMotion.StandardTime / _cameraMotion.SpeedRate;
        //判断摄像机是否需要过渡
        if (CameraMotion.TargetTrans != null && _cameraMotion.CurrentMotion != CameraMotionType.Circular && !_cameraMotion.needSetPos)
        {
            _cameraMotion.diffVector[0] = CameraMotion.CurrentCamera.transform.eulerAngles;
            if (_cameraMotion.CurrentMotion == CameraMotionType.Line)
            {
                empty.transform.position = _cameraMotion.LineInterp(0.1f);
            }
            else
            {
                empty.transform.position = _cameraMotion.crSpline.Interp(0.1f);
            }
            empty.transform.LookAt(CameraMotion.TargetTrans);
            _cameraMotion.diffVector[1] = empty.transform.eulerAngles;
            _cameraMotion.diffVector[1] = new Vector3(AngleClerp(_cameraMotion.diffVector[0].x, _cameraMotion.diffVector[1].x, 1f), AngleClerp(_cameraMotion.diffVector[0].y, _cameraMotion.diffVector[1].y, 1f), AngleClerp(_cameraMotion.diffVector[0].z, _cameraMotion.diffVector[1].z, 1f));
            if ((_cameraMotion.diffVector[1] - _cameraMotion.diffVector[0]).magnitude > 0.1f)
            {
                _cameraMotion.needExcess = true;
            }
            else
            {
                _cameraMotion.needExcess = false;
            }
        }
        else
        {
            _cameraMotion.needExcess = false;
        }
        GameObject.DestroyImmediate(empty);
        return(_cameraMotion);
    }
Пример #12
0
    //铜棒敲击处理
    private bool CopperHit(DataRow program_row, string id, DataTable group_table, IList <IMotion> _motionList,
                           IList <IList <IMotion> > _complexMotionList)
    {
        //铜棒运动时的父亲
        GameObject empty = new GameObject();

        empty.name = "copper_empty-" + id;
        Transform copperTrans = null;
        Transform firstObj    = null;
        // Transform firstObjParent = null;
        List <Transform> parentList = new List <Transform>();
        List <Transform> childList  = new List <Transform>();

        try{
            //铜棒
            copperTrans = GameObject.Find(MotionPara.copperName).transform;
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(MotionPara.copperName + ":在此场景中未能找到铜棒!");
            }
            return(false);
        }
        bool isRight = true;
        //Group Column
        int groupColumn = IntConversion(program_row[3].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "TBGROUP", id) + ",铜棒运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName  = (string)group_table.Rows[0][groupColumn].ToString();
            firstObj = GameObject.Find(objName).transform;
            // firstObjParent = firstObj.parent;
            empty.transform.position    = firstObj.position;
            empty.transform.eulerAngles = firstObj.eulerAngles;
            // firstObj.parent = empty.transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                childList.Add(tempTrans);
                parentList.Add(tempTrans.parent);
                // tempTrans.parent = empty.transform;
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("PROGRAM", "TBGROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //敲击次数
        int copperTimes = IntConversion((string)program_row[4].ToString(), ref isRight);

        if (!isRight || copperTimes == 0)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "TBTIMES", id) + ",铜棒敲击次数填写有错误!");
            }
            return(false);
        }
        //铜棒离敲击点距离
        Vector3 disTBVec = Vector3Conversion((string)program_row[5].ToString(), ref isRight);

        if (!isRight || disTBVec.magnitude == 0)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "TBDIS", id) + ",铜棒敲击距离填写有错误!");
            }
            return(false);
        }
        float disTB = disTBVec.magnitude;          //铜棒移动距离
        //物体移动方向
        Vector3 dirTBVec = Vector3Conversion((string)program_row[6].ToString(), ref isRight);

        if (!isRight || dirTBVec.magnitude == 0)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "TBDIR", id) + ",铜棒敲击物体移动方向填写有错误!");
            }
            return(false);
        }
        //移动速度确定
        float copperHitSpeed = MotionPara.copperHitSpeed;

        //检测是否有自定义速度
        if (program_row.Table.Columns.Count > 7)
        {
            if ((string)program_row[7].ToString() != "")
            {
                copperHitSpeed = FloatConversion((string)program_row[7].ToString(), ref isRight);
                if (!isRight || copperHitSpeed == 0)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("EXCEL", "TBSPEED", id) + ",铜棒自定义速度填写有错误!");
                    }
                    return(false);
                }
            }
        }
        float copperBackSpeed = copperHitSpeed / 3f;
        //铜棒敲击一次移动距离
        float copperForwardDis = MotionPara.copperForwardDis;

        //检测是否有自定义距离
        if (program_row.Table.Columns.Count > 8)
        {
            if ((string)program_row[8].ToString() != "")
            {
                copperForwardDis = FloatConversion((string)program_row[8].ToString(), ref isRight);
                if (!isRight || copperForwardDis == 0)
                {
                    if (MotionPara.isEditor)
                    {
                        Debug.LogError(ErrorLocation.Locate("EXCEL", "TBFORWARDDIS", id) + ",铜棒自定义敲击移动距离填写有错误!");
                    }
                    return(false);
                }
            }
        }
        GameObject emptyPos = new GameObject();

        emptyPos.name = "copper_empty_position--" + id;
        //敲击类创建
        IList <IMotion> tempMotionList = new List <IMotion>();

        for (int i = 0; i < copperTimes; i++)
        {
            //铜棒敲击---New Class
            BasicMotion _simpleMotion = new BasicMotion();
            Vector3     motionVec     = MotionPara.copperVector * (disTB + i * copperForwardDis);
            _simpleMotion.CurrentMotion = MotionType.MoveOnly;
            _simpleMotion.ParentTrans   = copperTrans;
            _simpleMotion.MoveSpeed     = copperHitSpeed;
            _simpleMotion.StandardTime  = motionVec.magnitude / copperHitSpeed;
            _simpleMotion.SpeedVector   = motionVec / _simpleMotion.StandardTime;
            //起始信息记录
            _simpleMotion.StartPos         = copperTrans.position;
            _simpleMotion.StartEurler      = copperTrans.eulerAngles;
            emptyPos.transform.position    = _simpleMotion.StartPos;
            emptyPos.transform.eulerAngles = _simpleMotion.StartEurler;
            emptyPos.transform.Translate(motionVec, Space.Self);
            //终止信息记录
            _simpleMotion.EndPos    = emptyPos.transform.position;
            _simpleMotion.EndEurler = emptyPos.transform.eulerAngles;
            _simpleMotion.EndTime   = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
            if (i == 0)
            {
                _simpleMotion.State = CurrentState.Active;
            }
            else
            {
                _simpleMotion.State = CurrentState.Future;
            }
            tempMotionList.Add(_simpleMotion);

            //被敲击物体瞬移---New Class
            BasicMotion _simpleMotion2 = new BasicMotion();
            _simpleMotion2.State         = CurrentState.Future;
            _simpleMotion2.CurrentMotion = MotionType.SetPos;
            _simpleMotion2.ParentTrans   = firstObj;
            _simpleMotion2.ListCopy(childList, parentList);
            //起始信息记录
            emptyPos.transform.position    = empty.transform.position;
            emptyPos.transform.eulerAngles = empty.transform.eulerAngles;
            _simpleMotion2.StartPos        = emptyPos.transform.position;
            _simpleMotion2.StartEurler     = emptyPos.transform.eulerAngles;
            emptyPos.transform.Translate(dirTBVec.normalized * (i + 1) * copperForwardDis, Space.Self);
            //终止信息记录
            _simpleMotion2.EndPos    = emptyPos.transform.position;
            _simpleMotion2.EndEurler = emptyPos.transform.eulerAngles;
            //时间记录
            _simpleMotion2.StandardTime = 0.05f;
            _simpleMotion2.EndTime      = 0.05f;
            tempMotionList.Add(_simpleMotion2);

            //铜棒返回---New Class
            BasicMotion _simpleMotion3 = new BasicMotion();
            _simpleMotion3.State         = CurrentState.Future;
            _simpleMotion3.CurrentMotion = MotionType.MoveOnly;
            _simpleMotion3.ParentTrans   = copperTrans;
            _simpleMotion3.MoveSpeed     = copperBackSpeed;
            _simpleMotion3.StandardTime  = motionVec.magnitude / copperBackSpeed;
            _simpleMotion3.SpeedVector   = -motionVec / _simpleMotion3.StandardTime;
            //起始信息记录
            _simpleMotion3.StartPos    = _simpleMotion.EndPos;
            _simpleMotion3.StartEurler = _simpleMotion.EndEurler;
            //终止信息记录
            _simpleMotion3.EndPos    = _simpleMotion.StartPos;
            _simpleMotion3.EndEurler = _simpleMotion.StartEurler;
            _simpleMotion3.EndTime   = _simpleMotion3.StandardTime / _simpleMotion3.SpeedRate;
            tempMotionList.Add(_simpleMotion3);
        }
        _complexMotionList.Add(tempMotionList);
        GameObject.DestroyImmediate(emptyPos);
        GameObject.DestroyImmediate(empty);
        return(true);
    }
Пример #13
0
    //任意移动
    private bool RandomMove(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        _simpleMotion.CurrentMotion = MotionType.RandomMotion;
        //Group Column
        int groupColumn = IntConversion(excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans = GameObject.Find(objName).transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.ParentTrans.position;
        _simpleMotion.StartEurler = _simpleMotion.ParentTrans.eulerAngles;
        //移动速度确定,如果有自定义移动速度
        float  customMoveSpeed = MotionPara.toolMoveSpeed;
        string speedStr        = (string)excel_row[5].ToString();

        if (speedStr != "")
        {
            customMoveSpeed = FloatConversion(speedStr, ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "MOVESPEED", id) + ",移动速度格式填写错误!");
                }
                return(false);
            }
        }
        //旋转速度确定,如果有自定义旋转速度
        float  customRotateSpeed = MotionPara.toolRotateSpeed;
        string rotateSpeedStr    = (string)excel_row[9].ToString();

        if (rotateSpeedStr != "")
        {
            customRotateSpeed = FloatConversion(rotateSpeedStr, ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "ANGLEVECTOR", id) + ",旋转速度格式填写错误!");
                }
                return(false);
            }
        }
        //终止位置获取
        GameObject empty = new GameObject();

        empty.name = "random_move_empty-" + id;
        Transform finalTrans;

        try{
            finalTrans = GameObject.Find((string)excel_row[11].ToString()).transform;
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "REFER", id) + ",参考物体填写错误!");
            }
            return(false);
        }
        _simpleMotion.EndPos = Vector3Conversion((string)excel_row[12].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "POSITION", id) + ",参考位置填写错误!");
            }
            return(false);
        }
        _simpleMotion.EndEurler = Vector3Conversion((string)excel_row[13].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "EURLER", id) + ",参考角度填写错误!");
            }
            return(false);
        }
        empty.transform.parent           = finalTrans;
        empty.transform.localPosition    = _simpleMotion.EndPos;
        empty.transform.localEulerAngles = _simpleMotion.EndEurler;
        _simpleMotion.EndPos             = empty.transform.position;
        _simpleMotion.EndEurler          = empty.transform.eulerAngles;
        GameObject.DestroyImmediate(empty);
        //时间计算
        Vector3 motionVec  = _simpleMotion.EndPos - _simpleMotion.StartPos;
        Vector3 angleVec   = GetAngleDiff(_simpleMotion.StartEurler, ref _simpleMotion.EndEurler);
        float   moveTime   = 0;
        float   rotateTime = 0;

        if (motionVec.magnitude != 0)
        {
            moveTime = motionVec.magnitude / customMoveSpeed;
        }
        if (angleVec.magnitude != 0)
        {
            rotateTime = Vector3.Angle(_simpleMotion.StartEurler, _simpleMotion.EndEurler) / customRotateSpeed;
        }
        if (moveTime == 0 && rotateTime == 0)
        {
            Debug.LogError(ErrorLocation.Locate("EXCEL", "REFER", id) + ",参考物体所计算出的位移和角度都为0,没有移动!");
            return(false);
        }
        if (moveTime > rotateTime)
        {
            _simpleMotion.StandardTime = moveTime;
            _simpleMotion.SpeedVector  = motionVec / moveTime;
            _simpleMotion.RotateSpeed  = Vector3.Angle(_simpleMotion.StartEurler, _simpleMotion.EndEurler) / moveTime;
            _simpleMotion.AngleVector  = angleVec / moveTime;
        }
        else
        {
            _simpleMotion.StandardTime = rotateTime;
            _simpleMotion.SpeedVector  = motionVec / rotateTime;
            _simpleMotion.MoveSpeed    = motionVec.magnitude / rotateTime;
            _simpleMotion.AngleVector  = angleVec / rotateTime;
        }
        _simpleMotion.EndTime = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        return(true);
    }
Пример #14
0
    //平移+旋转运动
    private bool MoveAndRotate(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        if (excel_row[11].ToString() == "")          //绕同一中心旋转
        {
            _simpleMotion.CurrentMotion = MotionType.MoveRotateSingle;
        }
        else            //绕各自中心旋转
        {
            _simpleMotion.CurrentMotion = MotionType.MoveRotateEvery;
        }
        //Group Column
        int groupColumn = IntConversion(excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string     objName  = "";
        GameObject emptyObj = new GameObject();

        try{
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans = GameObject.Find(objName).transform;
            _simpleMotion.ChildList.Add(_simpleMotion.ParentTrans);
            _simpleMotion.ParentList.Add(_simpleMotion.ParentTrans.parent);
            emptyObj.name = "move-rotate_empty-" + id;
            emptyObj.transform.position    = _simpleMotion.ParentTrans.position;
            emptyObj.transform.eulerAngles = _simpleMotion.ParentTrans.eulerAngles;
            _simpleMotion.EmptyObj         = emptyObj;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.ParentTrans.position;
        _simpleMotion.StartEurler = _simpleMotion.ParentTrans.eulerAngles;
        //平移和旋转动作判断,当【MoveVector:5】有信息时,平移有动作,否则无;
        //当【RotateDegree:9】有时要考虑两个动作谁快谁慢,以慢的时间为标准,没有旋转就报错
        bool    _hasMove   = true;
        float   moveTime   = 0;
        float   rotateTime = 0;
        string  moveStr    = (string)excel_row[6].ToString();
        Vector3 motionVec  = new Vector3(0f, 0f, 0f);

        if (moveStr == "")
        {
            _hasMove = false;
        }
        else
        {
            _hasMove = true;
            //运动向量提取
            motionVec = Vector3Conversion(excel_row[6].ToString(), ref isRight);
            if (!isRight || motionVec.magnitude == 0)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "SPEEDVECTOR", id) + ",移动向量格式填写错误!");
                }
                return(false);
            }
            //速度提取
            _simpleMotion.MoveSpeed = FloatConversion(excel_row[5].ToString(), ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "MOVESPEED", id) + ",移动速度格式填写错误!");
                }
                return(false);
            }
            moveTime = motionVec.magnitude / _simpleMotion.MoveSpeed;
        }
        //旋转轴
        _simpleMotion.RotateAxis = Vector3Conversion(excel_row[7].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "ROTATEAXIS", id) + ",旋转轴格式填写错误!");
            }
            return(false);
        }
        //旋转速度
        _simpleMotion.RotateSpeed = FloatConversion(excel_row[9].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "ANGLEVECTOR", id) + ",旋转速度格式填写错误!");
            }
            return(false);
        }
        string rotateStr = (string)excel_row[10].ToString();

        if (rotateStr == "")
        {
            if (!_hasMove)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "SPEEDVECTOR", id) + ",移动数据填写不全或者应增加旋转角度!");
                }
                return(false);
            }
            //以移动的时间为标准,只修正位置
            _simpleMotion.StandardTime = moveTime;
            _simpleMotion.SpeedVector  = motionVec / moveTime;
        }
        else
        {
            //旋转角度
            float rotateDegree = FloatConversion(excel_row[10].ToString(), ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "DEGREE", id) + ",旋转速度格式填写错误!");
                }
                return(false);
            }
            rotateTime = rotateDegree / _simpleMotion.RotateSpeed;
            if (_hasMove)             //对比时间,哪一个长用哪个,修正位置和角度
            {
                if (moveTime > rotateTime)
                {
                    _simpleMotion.StandardTime = moveTime;
                    _simpleMotion.SpeedVector  = motionVec / moveTime;
                    _simpleMotion.RotateSpeed  = rotateDegree / moveTime;
                }
                else
                {
                    _simpleMotion.StandardTime = rotateTime;
                    _simpleMotion.MoveSpeed    = motionVec.magnitude / rotateTime;
                    _simpleMotion.SpeedVector  = motionVec / rotateTime;
                }
            }
            else                //以旋转的时间为标准,修正角度
            {
                _simpleMotion.StandardTime = rotateTime;
            }
        }
        //终止信息记录,只修正位置
        //平移改成记录相对位移已经,转换成绝对位置之差
        if (_hasMove)
        {
            emptyObj.transform.Translate(motionVec, Space.Self);
            _simpleMotion.EndPos      = emptyObj.transform.position;
            _simpleMotion.SpeedVector = _simpleMotion.ParentTrans.TransformDirection(motionVec).normalized *
                                        _simpleMotion.MoveSpeed;
        }
        emptyObj.transform.Rotate(_simpleMotion.RotateSpeed * _simpleMotion.StandardTime * _simpleMotion.RotateAxis,
                                  Space.Self);
        _simpleMotion.EndEurler        = emptyObj.transform.eulerAngles;
        emptyObj.transform.position    = _simpleMotion.StartPos;
        emptyObj.transform.eulerAngles = _simpleMotion.StartEurler;
        _simpleMotion.EndTime          = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        return(true);
    }
Пример #15
0
    //旋转运动
    private bool SimpleRotate(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        _simpleMotion.CurrentMotion = MotionType.RotateOnly;
        //Group Column
        int groupColumn = IntConversion(excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans  = GameObject.Find(objName).transform;
            _simpleMotion.RotateCenter = _simpleMotion.ParentTrans.position;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
                _simpleMotion.RotateCenter = (_simpleMotion.RotateCenter + tempTrans.position) / 2;
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.ParentTrans.position;
        _simpleMotion.StartEurler = _simpleMotion.ParentTrans.eulerAngles;
        if ((string)excel_row[8].ToString() != "")
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "ACCELERATEROTATE", id) + ",暂不支持匀加速旋转!");
            }
        }
        //旋转轴
        _simpleMotion.RotateAxis = Vector3Conversion(excel_row[7].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "ROTATEAXIS", id) + ",旋转轴格式填写错误!");
            }
            return(false);
        }
        //旋转速度
        _simpleMotion.RotateSpeed = FloatConversion(excel_row[9].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "ANGLEVECTOR", id) + ",旋转速度格式填写错误!");
            }
            return(false);
        }
        //旋转角度
        float rotateDegree = FloatConversion(excel_row[10].ToString(), ref isRight);

        if (rotateDegree <= 0)
        {
            isRight = false;
            Debug.LogError("旋转角度不能为负数!");
        }
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "DEGREE", id) + ",旋转角度格式填写错误!");
            }
            return(false);
        }
        //旋转模式
        string rotateType = (string)excel_row[11].ToString();

        if (rotateType == "")
        {
            //普通旋转
            _simpleMotion.RotateAxis = _simpleMotion.ParentTrans.TransformDirection(_simpleMotion.RotateAxis);
        }
        else if (rotateType.ToUpper() == "WORLD")
        {
            //绕世界坐标轴旋转
            //Do Nothing
        }
        else
        {
            //绕某一物体旋转
            Transform tempTrans;
            try{
                tempTrans = GameObject.Find(rotateType).transform;
            }catch {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "REFER", id) + ",参照物体填写错误!");
                }
                return(false);
            }
            _simpleMotion.RotateAxis   = tempTrans.TransformDirection(_simpleMotion.RotateAxis);
            _simpleMotion.RotateCenter = tempTrans.position;
        }
        _simpleMotion.StandardTime = rotateDegree / _simpleMotion.RotateSpeed;
        //终止信息记录
        GameObject empty = new GameObject();

        empty.name = "rotate_empty-" + id;
        empty.transform.position    = _simpleMotion.StartPos;
        empty.transform.eulerAngles = _simpleMotion.StartEurler;
        empty.transform.RotateAround(_simpleMotion.RotateCenter, _simpleMotion.RotateAxis, rotateDegree);
        _simpleMotion.EndPos    = empty.transform.position;
        _simpleMotion.EndEurler = empty.transform.eulerAngles;
        GameObject.DestroyImmediate(empty);
        _simpleMotion.EndTime = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        return(true);
    }
Пример #16
0
    //直线运动
    private bool SimpleMove(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        if (excel_row[4].ToString() == "")          //匀速直线
        {
            _simpleMotion.CurrentMotion = MotionType.MoveOnly;
        }
        else            //匀加速直线运动
        {
            _simpleMotion.CurrentMotion = MotionType.AccelerateMove;
        }
        //Group Column
        int groupColumn = IntConversion(excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try{
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans = GameObject.Find(objName).transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
            }
        }catch {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.ParentTrans.position;
        _simpleMotion.StartEurler = _simpleMotion.ParentTrans.eulerAngles;
        //运动向量提取
        Vector3 motionVec = Vector3Conversion(excel_row[6].ToString(), ref isRight);

        if (!isRight || motionVec.magnitude == 0)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "SPEEDVECTOR", id) + ",移动向量格式填写错误!");
            }
            return(false);
        }
        //终止信息记录
        GameObject empty = new GameObject();

        empty.name = "move_empty-" + id;
        empty.transform.position    = _simpleMotion.StartPos;
        empty.transform.eulerAngles = _simpleMotion.StartEurler;
        empty.transform.Translate(motionVec, Space.Self);
        _simpleMotion.EndPos    = empty.transform.position;
        _simpleMotion.EndEurler = empty.transform.eulerAngles;
        GameObject.DestroyImmediate(empty);
        //速度提取
        _simpleMotion.MoveSpeed = FloatConversion(excel_row[5].ToString(), ref isRight);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "MOVESPEED", id) + ",移动速度格式填写错误!");
            }
            return(false);
        }
        if (_simpleMotion.CurrentMotion == MotionType.AccelerateMove)          //加速直线运动
        {
            float finalSpeed = FloatConversion(excel_row[4].ToString(), ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "ACCELERATEMOVE", id) + ",移动加速度格式填写错误!");
                }
                return(false);
            }
            _simpleMotion.AccelerateVec = motionVec.normalized;
            _simpleMotion.StandardTime  = motionVec.magnitude / (_simpleMotion.MoveSpeed +
                                                                 0.5f * (finalSpeed - _simpleMotion.MoveSpeed));
            _simpleMotion.AccelerateVec = (finalSpeed * _simpleMotion.AccelerateVec -
                                           _simpleMotion.MoveSpeed * _simpleMotion.AccelerateVec) / _simpleMotion.StandardTime;
            _simpleMotion.SpeedVector = motionVec.normalized * _simpleMotion.MoveSpeed;
        }
        else            //匀速直线运动
                        //运动信息获取
        {
            _simpleMotion.StandardTime = motionVec.magnitude / _simpleMotion.MoveSpeed;
            _simpleMotion.SpeedVector  = motionVec / _simpleMotion.StandardTime;
        }
        _simpleMotion.EndTime = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        return(true);
    }
Пример #17
0
    //直接设定位置
    private bool VisualPathInfo(DataRow excel_row, string id, DataTable group_table)
    {
        bool isRight = true;

        //运动类型
        _simpleMotion.CurrentMotion = MotionType.VisualPath;
        //Group Column
        int groupColumn = IntConversion((string)excel_row[2].ToString(), ref isRight) + 1;

        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",运动Group填写错误!");
            }
            return(false);
        }
        //运动物体信息
        string objName = "";

        try
        {
            objName = (string)group_table.Rows[0][groupColumn].ToString();
            _simpleMotion.ParentTrans = GameObject.Find(objName).transform;
            for (int i = 1; i < group_table.Rows.Count; i++)
            {
                objName = (string)group_table.Rows[i][groupColumn].ToString();
                if (objName == "")
                {
                    break;
                }
                Transform tempTrans = GameObject.Find(objName).transform;
                _simpleMotion.ChildList.Add(tempTrans);
                _simpleMotion.ParentList.Add(tempTrans.parent);
            }
        }
        catch
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "GROUP", id) + ",Group号对应的Group表填写有错误!");
            }
            return(false);
        }
        //移动速度确定,如果有自定义移动速度
        float  customMoveSpeed = MotionPara.toolMoveSpeed;
        string speedStr        = (string)excel_row[5].ToString();

        if (speedStr != "")
        {
            customMoveSpeed = FloatConversion(speedStr, ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "MOVESPEED", id) + ",移动速度格式填写错误!");
                }
                return(false);
            }
        }
        //路径信息加载
        string pathName = (string)excel_row[4].ToString();

        JsonLoad(pathName, _simpleMotion.crSpline, ref isRight, _simpleMotion.ParentTrans);
        if (!isRight)
        {
            if (MotionPara.isEditor)
            {
                Debug.LogError(ErrorLocation.Locate("EXCEL", "PATHNAME", id) + ",可视化路径名称填写错误!");
            }
            return(false);
        }
        //起始信息记录
        _simpleMotion.StartPos    = _simpleMotion.crSpline.controlPoints[0];
        _simpleMotion.StartEurler = _simpleMotion.crSpline.rotationList[0];
        //终止位置获取
        string endPosStr = (string)excel_row[12].ToString();

        if (endPosStr == "")
        {
            _simpleMotion.EndPos = _simpleMotion.crSpline.controlPoints[_simpleMotion.crSpline.controlPoints.Count - 1];
        }
        else
        {
            _simpleMotion.EndPos = Vector3Conversion(endPosStr, ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "POSITION", id) + ",参考位置填写错误!");
                }
                return(false);
            }
        }
        //终止角度获取
        string endEulerStr = (string)excel_row[13].ToString();

        if (endEulerStr == "")
        {
            _simpleMotion.EndEurler = _simpleMotion.crSpline.rotationList[_simpleMotion.crSpline.rotationList.Count - 1];
        }
        else
        {
            _simpleMotion.EndEurler = Vector3Conversion(endEulerStr, ref isRight);
            if (!isRight)
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "EURLER", id) + ",参考角度填写错误!");
                }
                return(false);
            }
        }
        //参考物体
        string refStr = ((string)excel_row[11].ToString()).ToUpper();

        if (refStr != "" && refStr != "WORLD" && (endEulerStr != "" || endPosStr != ""))
        {
            GameObject empty = new GameObject();
            empty.name = "random_move_empty-" + id;
            Transform finalTrans;
            try
            {
                finalTrans = GameObject.Find((string)excel_row[11].ToString()).transform;
            }
            catch
            {
                if (MotionPara.isEditor)
                {
                    Debug.LogError(ErrorLocation.Locate("EXCEL", "REFER", id) + ",参考物体填写错误!");
                }
                return(false);
            }
            empty.transform.parent           = finalTrans;
            empty.transform.localPosition    = _simpleMotion.EndPos;
            empty.transform.localEulerAngles = _simpleMotion.EndEurler;
            if (endPosStr != "")
            {
                _simpleMotion.EndPos = empty.transform.position;
                _simpleMotion.crSpline.controlPoints[_simpleMotion.crSpline.controlPoints.Count - 1] = empty.transform.position;
            }
            if (endEulerStr != "")
            {
                _simpleMotion.EndEurler = empty.transform.eulerAngles;
                _simpleMotion.crSpline.rotationList[_simpleMotion.crSpline.rotationList.Count - 1] = empty.transform.eulerAngles;
            }
            GameObject.DestroyImmediate(empty);
        }
        AngleOptimization(_simpleMotion.crSpline.rotationList);
        _simpleMotion.crSpline.pts = _simpleMotion.crSpline.PathControlPointGenerator(_simpleMotion.crSpline.controlPoints.ToArray());
        _simpleMotion.StandardTime = _simpleMotion.crSpline.TimeGet(_simpleMotion.crSpline.pts, customMoveSpeed);
        _simpleMotion.crSpline.TimeRateGenerator(_simpleMotion.crSpline.rotationList.Count);
        _simpleMotion.EndTime = _simpleMotion.StandardTime / _simpleMotion.SpeedRate;
        return(true);
    }