添加智能仓储

This commit is contained in:
SnowShow 2025-04-23 18:27:41 +08:00
parent 785a58392e
commit 79e0162bd9
87 changed files with 260196 additions and 797 deletions

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using UnityEngine;
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guid: 7fa64400cd6b4ebf86cb9e306d3b232d
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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Sirenix.OdinInspector;
using TEngine;
using UnityEngine;
namespace GameLogic
{
public class ActorMgr: SingletonBehaviour<ActorMgr>
{
[ShowInInspector]private Dictionary<int,BoxActor> _boxes = new Dictionary<int,BoxActor>();
protected override void OnLoad()
{
//Init().Forget();
base.OnLoad();
}
private async void Start()
{
Init().Forget();
}
private async UniTaskVoid Init()
{
await GeneratorBox();
}
private async UniTask GeneratorBox()
{
var boxArray = GameObject.FindGameObjectsWithTag(TagSetting.Box);
GameObject boxGroup = new GameObject();
boxGroup.name = "BoxGroup";
boxGroup.SetParent(this.transform);
Material boxMat = GameModule.Resource.LoadAsset<Material>(LocationSetting.Mat_ActorBox);
for (int i = 0; i < boxArray.Length; i++)
{
var boxActor = BoxFactory.CreatBox(i, boxArray[i].transform,boxGroup.transform);
//boxActor.SetMaterial(boxMat);
_boxes.Add(i,boxActor);
Log.Info($"Box Generator (物流纸箱生成进度) :{i/(boxArray.Length*1.0f) * 100} %");
}
await UniTask.Yield();
}
public BoxActor GetBox(int boxIndex)
{
return _boxes.GetValueOrDefault(boxIndex);
}
}
}

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@ -0,0 +1,24 @@
using UnityEngine;
namespace GameLogic
{
public static class GameObjectExtension
{
public static void SetPosition(this GameObject self, Vector3 pos)
{
self.transform.position = pos;
}
public static void SetTransform(this GameObject self, Transform transform)
{
self.transform.position = transform.position;
self.transform.rotation = transform.rotation;
self.transform.localScale = transform.localScale;
}
public static void SetParent(this GameObject self, Transform parent)
{
self.transform.SetParent(parent);
}
}
}

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@ -0,0 +1,18 @@
using TEngine;
using UnityEngine;
namespace GameLogic
{
public class BoxActor : EntityLogic
{
public int index;
public void SetMaterial(Material material)
{
transform.GetComponent<MeshRenderer>().sharedMaterial = material;
}
}
}

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using UnityEngine;
namespace GameLogic
{
public static class BoxFactory
{
public static BoxActor CreatBoxGameModule(int index,Transform origin,Transform parent)
{
var boxGo = GameModule.Resource.LoadGameObject(LocationSetting.BoxActor);
boxGo.SetTransform(origin);
boxGo.SetParent(parent);
var box = boxGo.GetComponent<BoxActor>();
box.index = index;
return boxGo.GetComponent<BoxActor>();
}
public static BoxActor CreatBox(int index,Transform origin,Transform parent)
{
var boxGo =GameObject.Instantiate(Resources.Load<GameObject>(LocationSetting.BoxActor));
boxGo.SetTransform(origin);
boxGo.SetParent(parent);
var box = boxGo.GetComponent<BoxActor>();
box.index = index;
return boxGo.GetComponent<BoxActor>();
}
}
}

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using System;
using UnityEngine;
namespace GameLogic
{
public class MachineToolActor : MonoBehaviour
{
private float _moveSpeed = 5.0f;
public float stayDuration = 1.0f; // 子工具在目标位置停留时间
[Header("状态")]
[SerializeField] private MachineState _currentState = MachineState.Idle;
[SerializeField] private bool _isRunning = false;
// 引用
private Transform _toolChild; // MachineTool2子工具
public Vector2 targetPosition; // 目标位置
// 记录原始位置
private Vector3 _originalPosition;
private Vector3 _childOriginalLocalPosition;
// 停留计时器
private float _stayTimer = 0f;
// 状态枚举
public enum MachineState
{
Idle, // 空闲状态
StartMoveToolOne, // MachineTool1移动到目标点
StartMoveToolTwo, // MachineTool2移动到目标点
ChildStayingAtTarget, // MachineTool2在目标点停留
ChildMovingToOrigin, // MachineTool2返回原始位置
MovingToOrigin, // MachineTool1返回原始位置
Completed // 完成状态
}
private void Awake()
{
// 查找子工具
_toolChild = transform.Find("MachineTool2");
// 查找子工具目标位置
if (targetPosition != null)
{
}
}
private void Start()
{
// 记录初始位置
_originalPosition = transform.position;
if (_toolChild != null)
{
_childOriginalLocalPosition = _toolChild.localPosition;
}
}
private void Update()
{
if (!_isRunning) return;
// 状态机逻辑
switch (_currentState)
{
case MachineState.Idle:
// 空闲状态,什么都不做
break;
case MachineState.StartMoveToolOne:
// MachineTool1向目标点移动
if (MoveTowards(targetPosition.x,transform.position.y,transform.position.z))
{
// 到达目标点,开始子工具移动
Debug.Log("MachineTool1: 已到达目标位置");
_currentState = MachineState.StartMoveToolTwo;
}
break;
case MachineState.StartMoveToolTwo:
if (MoveTowards(transform.position.x,targetPosition.y,transform.position.z))
{
// 到达目标点,开始子工具移动
Debug.Log("MachineTool2: 已到达目标位置");
_currentState = MachineState.StartMoveToolTwo;
}
break;
case MachineState.ChildStayingAtTarget:
// 子工具在目标点停留
_stayTimer += Time.deltaTime;
if (_stayTimer >= stayDuration)
{
// 停留完成,子工具开始返回
Debug.Log("MachineTool2: 停留完成,开始返回原始位置");
_currentState = MachineState.ChildMovingToOrigin;
}
break;
case MachineState.MovingToOrigin:
// // MachineTool1返回原始位置
// if (MoveTowards(_originalPosition))
// {
// }
break;
case MachineState.Completed:
// 完成状态,重置为空闲
_currentState = MachineState.Idle;
break;
}
}
/// <summary>
/// 向指定世界坐标移动,返回是否到达目标
/// </summary>
private bool MoveTowards(float x,float y,float z)
{
// var targetPos = new Vector3(targetPosition.x, transform.position.y, transform.position.z);
var targetPos = new Vector3(x,y,z);
if (Vector3.Distance(transform.position, targetPos) <= 0.1f)
{
return true;
}
// 计算移动方向
Vector3 moveDirection = (targetPos - transform.position).normalized;
// 执行移动
transform.position += moveDirection * _moveSpeed * Time.deltaTime;
// 尚未到达目标
return false;
}
/// <summary>
/// 子工具向指定世界坐标移动,返回是否到达目标
/// </summary>
private bool MoveChildTowards(Vector3 targetPos)
{
if (_toolChild == null) return true;
// 计算距离
float distanceToTarget = Vector3.Distance(_toolChild.position, targetPos);
// 如果已到达目标返回true
if (distanceToTarget < 0.1f)
{
_toolChild.position = targetPos;
return true;
}
// 计算移动方向
Vector3 moveDirection = (targetPos - _toolChild.position).normalized;
// 执行移动
_toolChild.position += moveDirection * (_moveSpeed * 1.5f) * Time.deltaTime;
// 旋转面向移动方向
if (moveDirection != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
_toolChild.rotation = Quaternion.Slerp(_toolChild.rotation, targetRotation, 5.0f * Time.deltaTime);
}
// 尚未到达目标
return false;
}
/// <summary>
/// 子工具向指定本地坐标移动,返回是否到达目标
/// </summary>
private bool MoveChildToLocalPosition(Vector3 targetLocalPos)
{
if (_toolChild == null) return true;
// 计算目标世界位置
Vector3 targetWorldPos = transform.TransformPoint(targetLocalPos);
// 调用世界坐标移动方法
return MoveChildTowards(targetWorldPos);
}
/// <summary>
/// 装箱 箱子
/// </summary>
/// <param name="boxId">箱子ID</param>
/// <returns>是否成功装箱</returns>
public bool LoadBox(int boxId)
{
if (_isRunning) return false;
_isRunning = true;
targetPosition = ActorMgr.Instance.GetBox(boxId).transform.position;
_currentState = MachineState.StartMoveToolOne;
return true;
}
/// <summary>
/// 开始移动序列
/// </summary>
/// <param name="onCompleted">完成后的回调</param>
/// <returns>是否成功启动</returns>
public bool StartMoveSequence(Action onCompleted = null)
{
if (_isRunning) return false;
if (targetPosition == null)
{
Debug.LogError("未设置目标位置请设置targetPosition");
return false;
}
// 重置状态
_currentState = MachineState.StartMoveToolOne;
_isRunning = true;
Debug.Log("开始执行移动序列");
return true;
}
/// <summary>
/// 取消移动序列
/// </summary>
public void CancelMoveSequence()
{
if (!_isRunning) return;
// 重置状态
_currentState = MachineState.Idle;
_isRunning = false;
Debug.Log("移动序列已取消");
}
/// <summary>
/// 获取当前是否正在执行任务
/// </summary>
public bool IsRunning()
{
return _isRunning;
}
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Sirenix.OdinInspector;
using UnityEngine;
namespace GameLogic
{
public class WareHouseShelfActor : MonoBehaviour
{
public int _targetBoxId;
public MachineToolActor _tool;
private void Awake()
{
_tool = transform.GetComponentInChildren<MachineToolActor>();
}
public void LoadBox(int boxId)
{
// Code to load a box onto the shelf
_targetBoxId = boxId;
_tool.LoadBox(boxId);
}
public void RetrieveBox(int boxId)
{
// Code to retrieve a box from the shelf
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
LoadBox(2000);
}
}
}
}

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namespace GameLogic
{
public static class LocationSetting
{
public static readonly string BoxActor = "actor_box";
#region
public static readonly string Mat_ActorBox = "mat_actorBox";
#endregion
#region
public static readonly string Scene_FactoryOne= "scene_factoryOne";
#endregion
}
}

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namespace GameLogic
{
public static class TagSetting
{
public static readonly string Box = "Box";
}
}

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using Cysharp.Threading.Tasks;
using TEngine;
using UnityEditor;
using UnityEngine;
namespace GameLogic
{
public static class BoxGeneratorUtility
{
[MenuItem("Tool/Factory/Box Generator")]
private static void GeneratorBox()
{
var boxArray = GameObject.FindGameObjectsWithTag(TagSetting.Box);
GameObject boxGroup = new GameObject();
boxGroup.name = "BoxGroup";
var boxParent = GameObject.Find("ActorMgr");
boxGroup.SetParent(boxParent.transform);
//Material boxMat = GameModule.Resource.LoadAsset<Material>(LocationSetting.Mat_ActorBox);
for (int i = 0; i < boxArray.Length; i++)
{
var boxActor = BoxFactory.CreatBox(i, boxArray[i].transform,boxGroup.transform);
//boxActor.SetMaterial(boxMat);
//_boxes.Add(i,boxActor);
Log.Info($"Box Generator (物流纸箱生成进度) :{i/(boxArray.Length*1.0f) * 100} %");
}
}
}
}

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using System.Collections.Generic;
using System.Reflection;
using Cysharp.Threading.Tasks;
using GameLogic;
using TEngine;
using UnityEngine;
#pragma warning disable CS0436
@ -28,10 +31,17 @@ public partial class GameApp
private static void StartGameLogic()
{
GameEvent.Get<ILoginUI>().ShowLoginUI();
GameModule.UI.ShowUIAsync<BattleMainUI>();
//GameEvent.Get<ILoginUI>().ShowLoginUI();
//GameModule.UI.ShowUIAsync<BattleMainUI>();
GameStart().Forget();
}
public static async UniTaskVoid GameStart()
{
await GameModule.Scene.LoadSceneAsync(LocationSetting.Scene_FactoryOne);
//var actorMgr = ActorMgr.Instance;
}
private static void Release()
{
SingletonSystem.Release();

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using TEngine;
using UnityEngine;
namespace GameLogic
{
[EventInterface(EEventGroup.GroupUI)]
public interface IBoxActor
{
/// <summary>
/// 模型生成进度
/// </summary>
/// <param name="current"></param>
/// <param name="total"></param>
public void GeneratorProgress(int current,int total);
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@ -17,7 +17,17 @@ namespace TEngine
/// <summary>
/// 获取实体编号。
/// </summary>
public int Id => _id;
public int Id
{
get
{
return _id;
}
set
{
_id = value;
}
}
/// <summary>
/// 获取实体资源名称。

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