U3D_TobaccoWarehouseISMDTSy.../Assets/Scripts/MqttManager.cs

1187 lines
55 KiB
C#

using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using DefaultNamespace;
using DG.Tweening;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.UIElements;
public class MqttManager : MonoSingleton<MqttManager>
{
/// <summary>
/// 所有设备的请求头
/// </summary>
public List<Allequipment> devices = new List<Allequipment>();
/// <summary>
/// 换电池装置
/// </summary>
public List<Qcbd> qcbdequipments = new List<Qcbd>();
/// <summary>
/// 查询提升机
/// </summary>
public List<Elvequipment> elvequipments = new List<Elvequipment>();
/// <summary>
/// 拆码垛机
/// </summary>
public List<Dpmequipment> dpmequipments = new List<Dpmequipment>();
/// <summary>
/// 输送机设备
/// </summary>
public List<Convoyorequipment> convoyorequipments = new List<Convoyorequipment>();
/// <summary>
/// 输入机设备
/// </summary>
public List<Convoyorequipment> exportations = new List<Convoyorequipment>();
/// <summary>
/// 小车设备
/// </summary>
public List<Carequipment> carequipments = new List<Carequipment>();
/// <summary>
/// 查询式落地机
/// </summary>
public List<Feequipment> feequipments = new List<Feequipment>();
/// <summary>
/// 查训加去盖信息
/// </summary>
public List<Cmequipment> cmequipments = new List<Cmequipment>();
/// <summary>
/// 消息队列
/// </summary>
public ConcurrentQueue<string> messageQueue = new ConcurrentQueue<string>();
/// <summary>
/// 第一层箱子
/// </summary>
public List<GameObject> firstbox = new List<GameObject>();
/// <summary>
/// 第二层箱子
/// </summary>
public List<GameObject> secondbox = new List<GameObject>();
/// <summary>
/// 小车位移的速度
/// </summary>
public float speed = 3.5f;
/// <summary>
/// 需要渲染的箱子0
/// </summary>
public GameObject BoxID;
[Obsolete]
private void Awake()
{
//启动MQTT连接
Application.ExternalCall("OpenHtmlMQTT");
ProcessQueue().Forget();
}
private void Start()
{
}
/// <summary>
/// 接受MQTT消息
/// </summary>
/// <param name="message"></param>
public void Message(string message)
{
// Debug.Log($"接收到的MQTT消息---->{message}");
messageQueue.Enqueue(message); // 将消息存入队列
}
private async UniTaskVoid ProcessQueue()
{
while (true)
{
if (messageQueue.TryDequeue(out string message))
{
// 处理消息
Debug.Log($"剩余:{messageQueue.Count}条数据,取数据-----> {message}");
//await UniTask.Delay(10);
Allequipment str = JsonConvert.DeserializeObject<Allequipment>(message);
//Debug.Log("获取到了数据");
//Debug.Log(str.device + " " + str.message);
devices.Add(str);
string data = str.device.Substring(0, 2);
switch (data)
{
case "qc":
Qcbd qcbd = JsonConvert.DeserializeObject<Qcbd>(str.message);
qcbdequipments.Add(qcbd);
break;
case "el":
Elvequipment elvequipment = JsonConvert.DeserializeObject<Elvequipment>(str.message);
elvequipments.Add(elvequipment);
break;
case "dp":
Dpmequipment dpmequipment = JsonConvert.DeserializeObject<Dpmequipment>(str.message);
dpmequipments.Add(dpmequipment);
break;
case "co":
Convoyorequipment convoyorequipment = JsonConvert.DeserializeObject<Convoyorequipment>(str.message);
string con = convoyorequipment.Id.Substring(0, 2);
//Debug.Log(con);
if (con == "54")
{
convoyorequipments.Add(convoyorequipment);
}
else
{
exportations.Add(convoyorequipment);
}
break;
case "ca":
Debug.Log(str.message);
//Carequipment carequipment = JsonConvert.DeserializeObject<Carequipment>(str.message);
switch (str.device)
{
case "car1":
Carequipment carequipment = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame = GameObject.Find("car1");
if (cargame)
{
Debug.Log("第一个小车运动");
Carpoint(cargame, carequipment);
}
break;
case "car2":
Carequipment carequipment2 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame2 = GameObject.Find("car2");
if (cargame2)
{
Debug.Log("第二个小车运动");
Carpoint2(cargame2, carequipment2);
}
break;
case "car3":
Carequipment carequipment3 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame3 = GameObject.Find("car3");
if (cargame3)
{
Debug.Log("第三个小车运动");
Carpoint3(cargame3, carequipment3);
}
break;
case "car4":
Carequipment carequipment4 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame4 = GameObject.Find("car4");
if (cargame4)
{
Debug.Log("第四个小车运动");
Carpoint4(cargame4, carequipment4);
}
break;
case "car5":
Carequipment carequipment5 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame5 = GameObject.Find("car5");
if (cargame5)
{
Debug.Log("第五个小车运动");
Carpoint5(cargame5, carequipment5);
}
break;
case "car6":
Carequipment carequipment6 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame6 = GameObject.Find("car6");
if (cargame6)
{
Debug.Log("第六个小车运动");
Carpoint6(cargame6, carequipment6);
}
break;
case "car7":
Carequipment carequipment7 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame7 = GameObject.Find("car7");
if (cargame7)
{
Debug.Log("第七个小车运动");
Carpoint7(cargame7, carequipment7);
}
break;
case "car8":
Carequipment carequipment8 = JsonConvert.DeserializeObject<Carequipment>(str.message);
//string carname = str.device;
Debug.Log(str.device);
GameObject cargame8 = GameObject.Find("car8");
if (cargame8)
{
Debug.Log("第八个小车运动");
Carpoint8(cargame8, carequipment8);
}
break;
default:
break;
}
//string carname = str.device;
//Debug.Log(str.device);
//GameObject cargame = GameObject.Find(carname);
//if (cargame)
//{
// Carpoint(cargame, carequipment);
//}
break;
case "fe":
Feequipment feequipment = JsonConvert.DeserializeObject<Feequipment>(str.message);
feequipments.Add(feequipment);
break;
case "cm":
Cmequipment cmequipment = JsonConvert.DeserializeObject<Cmequipment>(str.message);
cmequipments.Add(cmequipment);
break;
default:
break;
}
await UniTask.Delay(10);
}
else
{
Debug.Log("等待数据");
await UniTask.Delay(1000);
}
}
}
/// <summary>
/// 第一个小车
/// </summary>
int index = 1;
public void Carpoint(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index < 2)
{
car.transform.position = displacement.transform.position;
index++;
}
else if (displacement != null)
{
Debug.Log(index);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第二个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index2 = 1;
public void Carpoint2(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index2 < 2)
{
car.transform.position = displacement.transform.position;
index2++;
}
else if (displacement != null)
{
Debug.Log(index3);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第三个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index3 = 1;
public void Carpoint3(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index3 < 2)
{
car.transform.position = displacement.transform.position;
index3++;
}
else if (displacement != null)
{
Debug.Log(index3);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第四个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index4 = 1;
public void Carpoint4(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index4 < 2)
{
car.transform.position = displacement.transform.position;
index4++;
}
else if (displacement != null)
{
Debug.Log(index4);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第五个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index5 = 1;
public void Carpoint5(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index5 < 2)
{
car.transform.position = displacement.transform.position;
index5++;
}
else if (displacement != null)
{
Debug.Log(index5);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第六个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index6 = 1;
public void Carpoint6(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index6 < 2)
{
car.transform.position = displacement.transform.position;
index6++;
}
else if (displacement != null)
{
Debug.Log(index6);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第七个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index7 = 1;
public void Carpoint7(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index7 < 2)
{
car.transform.position = displacement.transform.position;
index7++;
}
else if (displacement != null)
{
Debug.Log(index7);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 第八个小车
/// </summary>
/// <param name="car"></param>
/// <param name="carequipment"></param>
int index8 = 1;
public void Carpoint8(GameObject car, Carequipment carequipment)
{
Debug.Log(carequipment.id);
if (car)
{
Carinformation carbox = car.GetComponent<Carinformation>();
carbox.BoxCode = carequipment.CarState_BoxCode;
string point = carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Layer;
Debug.Log("打印小车点位" + point);
if (GameObject.Find(point))
{
GameObject displacement = GameObject.Find(point);
if (displacement != null && index8 < 2)
{
car.transform.position = displacement.transform.position;
index8++;
}
else if (displacement != null)
{
Debug.Log(index8);
Designateddisplacement(car, displacement.transform.position, speed);
Debug.Log("小车位移到指定点位");
}
}
if (carequipment.CarState_CarPlt == "2")
{
if (car.gameObject.transform.childCount == 0 && carequipment.CarState_BoxCode != "0")
{
if (BoxID)
{
GameObject box = Instantiate(BoxID, car.gameObject.transform);
Boxinformation boxinformation = box.AddComponent<Boxinformation>();
boxinformation.ID = carequipment.CarState_BoxCode;
Debug.Log("小车身上没有箱子,克隆出来一个箱子" + carequipment.CarState_BoxCode);
if (box.gameObject != null)
{
// 获取触发器物体的碰撞体
Collider triggerCollider = car.GetComponent<Collider>();
// 确保触发器物体有碰撞体
if (triggerCollider != null)
{
// 计算触发器物体顶部的世界坐标
Vector3 triggerPosition = triggerCollider.bounds.center;
Vector3 triggerTop = triggerPosition + Vector3.up * (triggerCollider.bounds.extents.y);
// 设置物体的位置
box.gameObject.transform.localEulerAngles = new Vector3(90, 0, 0);
box.gameObject.transform.position = triggerTop;
box.gameObject.transform.SetParent(car.gameObject.transform, false);
Debug.Log("箱子位置初始化");
}
else
{
Debug.LogError("触发器没有碰撞体");
}
}
if (carequipment.CarState_Car_Layer.Equals(1))
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.firstbox.Add(childbox);
MqttManager.Instance.firstbox.Add(box);
}
else
{
GameObject childbox = box.transform.GetChild(0).gameObject;
MqttManager.Instance.secondbox.Add(childbox);
MqttManager.Instance.secondbox.Add(box);
}
}
}
}
else if (carequipment.CarState_CarPlt == "1")
{
Debug.Log("小车身上没有箱子");
if (car.gameObject.transform.childCount > 0)
{
GameObject box = car.gameObject.transform.GetChild(0).gameObject;
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y + 0.2f, 0.4f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
if (box.GetComponent<Collider>())
{
Collider collider = box.GetComponent<Collider>();
if (collider)
{
collider.enabled = false;
Debug.Log("失活了箱子触发器");
box.gameObject.transform.SetParent(null);
Debug.Log("把箱子父物体取消");
}
Debug.Log("卸箱动画向上提");
box.gameObject.transform.DOMoveY(box.gameObject.transform.position.y - 0.62f, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
{
Debug.Log("卸箱动画向下提");
});
}
});
}
}
//else
//{
// BoxCollider cars = car.GetComponent<BoxCollider>();
//}
//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
}
}
/// <summary>
/// 需要位移的地方
/// </summary>
/// <param name="car">小车</param>
/// <param name="dis">位移到指定位置</param>
/// <param name="speed">位移的速度</param>
public void Designateddisplacement(GameObject car, Vector3 dis, float speed)
{
Debug.Log("小车运动了");
float times = Vector3.Distance(car.transform.position, dis) / speed;
car.transform.DOMove(dis, times).SetEase(Ease.InOutQuad);
}
}