//多线路输送机(平行于高架库方向) #region Create_BeltConveyorGroup public void Create_BeltConveyorGroup(ParametersList1 PL, GameObject ConveyorGroup) { HighStoreShelf_Parameter HP = PL.HP; MultiHighBay_Parameter MHP = PL.MHP; //先创建一条输送线,再clone GameObject BeltConveyors = new GameObject(); BeltConveyors.name = "BeltConveyors"; GameObject BeltConveyor = new GameObject(); BeltConveyor.name = "BeltConveyor"; RollerConveyor.Create_BeltConveyor(PL.RCP, BeltConveyor); BeltConveyor.transform.Rotate(0, 180, 0); for (int i = 0; i < (PL.MHP.Num + 1) / 2; i++) { GameObject clone1 = Instantiate(BeltConveyors); clone1.name = BeltConveyors.name + (i + 1).ToString(); for (int j = 0; j < 3; j++) { GameObject clone = Instantiate(BeltConveyor); clone.name = BeltConveyor.name + (i + 1) + "_" + (j + 1); clone.transform.parent = clone1.transform; float tempZ = PL.RCP.RCLength * j; clone.transform.localPosition = new Vector3(0, 0, -tempZ); } clone1.transform.parent = ConveyorGroup.transform; float TempValue1 = PL.RCP.RCWidth / 2 - ((2 * i + 1) * HP.Size.x + i * MHP.TunnelWidth + i * MHP.HookupDistance); clone1.transform.localPosition = new Vector3(TempValue1, 0, 0); } DestroyImmediate(BeltConveyor); DestroyImmediate(BeltConveyors); }
//创建出库的皮带输送机 #region Create_ExitBeltConveyors public void Create_ExitBeltConveyors(ParametersList1 PL, GameObject BeltConveyors) { GameObject BeltConveyor = new GameObject(); BeltConveyor.name = "ExitBeltConveyor"; RollerConveyor.Create_BeltConveyor(PL.RCP, BeltConveyor); for (int i = 0; i < 2; i++) { GameObject clone = Instantiate(BeltConveyor); clone.name = BeltConveyor.name + (i + 1); clone.transform.parent = BeltConveyors.transform; float tempZ = PL.RCP.RCLength * i; clone.transform.localPosition = new Vector3(0, 0, tempZ); } DestroyImmediate(BeltConveyor); }