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lethanhsonvsp
2025-11-17 15:16:36 +07:00
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.13.0
// from Assets/dobot/InputSystem_Actions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/dobot/InputSystem_Actions.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
/// </remarks>
/// <example>
/// <code>
/// using namespace UnityEngine;
/// using UnityEngine.InputSystem;
///
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
/// {
/// private MyActions_Actions m_Actions; // Source code representation of asset.
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
///
/// void Awake()
/// {
/// m_Actions = new MyActions_Actions(); // Create asset object.
/// m_Player = m_Actions.Player; // Extract action map object.
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
/// }
///
/// void OnDestroy()
/// {
/// m_Actions.Dispose(); // Destroy asset object.
/// }
///
/// void OnEnable()
/// {
/// m_Player.Enable(); // Enable all actions within map.
/// }
///
/// void OnDisable()
/// {
/// m_Player.Disable(); // Disable all actions within map.
/// }
///
/// #region Interface implementation of MyActions.IPlayerActions
///
/// // Invoked when "Move" action is either started, performed or canceled.
/// public void OnMove(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
/// }
///
/// #endregion
/// }
/// </code>
/// </example>
public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @InputSystem_Actions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""InputSystem_Actions"",
""maps"": [
{
""name"": ""play"",
""id"": ""4e681ba2-2b95-427a-9fb6-84cf1284697e"",
""actions"": [
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""7ae1680e-9030-455a-9a08-4ee29d3fd38c"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""f58641c6-1f2a-4370-98b0-b1123626814b"",
""path"": ""<Keyboard>/p"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""4f827b1b-cf00-463b-858a-9686ccef1027"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""fe49f098-c0c7-41ab-b67f-4e63344da315"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""481a17fc-dd51-400d-8925-e6ac596dc816"",
""path"": ""<Keyboard>/b"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Keyboard&Mouse"",
""bindingGroup"": ""Keyboard&Mouse"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Gamepad"",
""bindingGroup"": ""Gamepad"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Touch"",
""bindingGroup"": ""Touch"",
""devices"": [
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Joystick"",
""bindingGroup"": ""Joystick"",
""devices"": [
{
""devicePath"": ""<Joystick>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""XR"",
""bindingGroup"": ""XR"",
""devices"": [
{
""devicePath"": ""<XRController>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// play
m_play = asset.FindActionMap("play", throwIfNotFound: true);
m_play_Newaction = m_play.FindAction("New action", throwIfNotFound: true);
}
~@InputSystem_Actions()
{
UnityEngine.Debug.Assert(!m_play.enabled, "This will cause a leak and performance issues, InputSystem_Actions.play.Disable() has not been called.");
}
/// <summary>
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
/// </summary>
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
public void Enable()
{
asset.Enable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
public void Disable()
{
asset.Disable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
public IEnumerable<InputBinding> bindings => asset.bindings;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// play
private readonly InputActionMap m_play;
private List<IPlayActions> m_PlayActionsCallbackInterfaces = new List<IPlayActions>();
private readonly InputAction m_play_Newaction;
/// <summary>
/// Provides access to input actions defined in input action map "play".
/// </summary>
public struct PlayActions
{
private @InputSystem_Actions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayActions(@InputSystem_Actions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "play/Newaction".
/// </summary>
public InputAction @Newaction => m_Wrapper.m_play_Newaction;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_play; }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
public void Enable() { Get().Enable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
public void Disable() { Get().Disable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
public bool enabled => Get().enabled;
/// <summary>
/// Implicitly converts an <see ref="PlayActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(PlayActions set) { return set.Get(); }
/// <summary>
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <param name="instance">Callback instance.</param>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
/// </remarks>
/// <seealso cref="PlayActions" />
public void AddCallbacks(IPlayActions instance)
{
if (instance == null || m_Wrapper.m_PlayActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayActionsCallbackInterfaces.Add(instance);
@Newaction.started += instance.OnNewaction;
@Newaction.performed += instance.OnNewaction;
@Newaction.canceled += instance.OnNewaction;
}
/// <summary>
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <remarks>
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
/// </remarks>
/// <seealso cref="PlayActions" />
private void UnregisterCallbacks(IPlayActions instance)
{
@Newaction.started -= instance.OnNewaction;
@Newaction.performed -= instance.OnNewaction;
@Newaction.canceled -= instance.OnNewaction;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayActions.UnregisterCallbacks(IPlayActions)" />.
/// </summary>
/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
public void RemoveCallbacks(IPlayActions instance)
{
if (m_Wrapper.m_PlayActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
/// <summary>
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
/// </summary>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
/// </remarks>
/// <seealso cref="PlayActions.AddCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
public void SetCallbacks(IPlayActions instance)
{
foreach (var item in m_Wrapper.m_PlayActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="PlayActions" /> instance referencing this action map.
/// </summary>
public PlayActions @play => new PlayActions(this);
private int m_KeyboardMouseSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme KeyboardMouseScheme
{
get
{
if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard&Mouse");
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
private int m_GamepadSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme GamepadScheme
{
get
{
if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
return asset.controlSchemes[m_GamepadSchemeIndex];
}
}
private int m_TouchSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme TouchScheme
{
get
{
if (m_TouchSchemeIndex == -1) m_TouchSchemeIndex = asset.FindControlSchemeIndex("Touch");
return asset.controlSchemes[m_TouchSchemeIndex];
}
}
private int m_JoystickSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme JoystickScheme
{
get
{
if (m_JoystickSchemeIndex == -1) m_JoystickSchemeIndex = asset.FindControlSchemeIndex("Joystick");
return asset.controlSchemes[m_JoystickSchemeIndex];
}
}
private int m_XRSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme XRScheme
{
get
{
if (m_XRSchemeIndex == -1) m_XRSchemeIndex = asset.FindControlSchemeIndex("XR");
return asset.controlSchemes[m_XRSchemeIndex];
}
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "play" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="PlayActions.AddCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
public interface IPlayActions
{
/// <summary>
/// Method invoked when associated input action "New action" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnNewaction(InputAction.CallbackContext context);
}
}

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"name": "InputSystem_Actions",
"maps": [
{
"name": "play",
"id": "4e681ba2-2b95-427a-9fb6-84cf1284697e",
"actions": [
{
"name": "New action",
"type": "Button",
"id": "7ae1680e-9030-455a-9a08-4ee29d3fd38c",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
{
"name": "",
"id": "f58641c6-1f2a-4370-98b0-b1123626814b",
"path": "<Keyboard>/p",
"interactions": "",
"processors": "",
"groups": "",
"action": "New action",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "4f827b1b-cf00-463b-858a-9686ccef1027",
"path": "<Keyboard>/d",
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"processors": "",
"groups": "",
"action": "New action",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "fe49f098-c0c7-41ab-b67f-4e63344da315",
"path": "<Keyboard>/a",
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"groups": "",
"action": "New action",
"isComposite": false,
"isPartOfComposite": false
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{
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"id": "481a17fc-dd51-400d-8925-e6ac596dc816",
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"groups": "",
"action": "New action",
"isComposite": false,
"isPartOfComposite": false
}
]
}
],
"controlSchemes": [
{
"name": "Keyboard&Mouse",
"bindingGroup": "Keyboard&Mouse",
"devices": [
{
"devicePath": "<Keyboard>",
"isOptional": false,
"isOR": false
},
{
"devicePath": "<Mouse>",
"isOptional": false,
"isOR": false
}
]
},
{
"name": "Gamepad",
"bindingGroup": "Gamepad",
"devices": [
{
"devicePath": "<Gamepad>",
"isOptional": false,
"isOR": false
}
]
},
{
"name": "Touch",
"bindingGroup": "Touch",
"devices": [
{
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"isOptional": false,
"isOR": false
}
]
},
{
"name": "Joystick",
"bindingGroup": "Joystick",
"devices": [
{
"devicePath": "<Joystick>",
"isOptional": false,
"isOR": false
}
]
},
{
"name": "XR",
"bindingGroup": "XR",
"devices": [
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"devicePath": "<XRController>",
"isOptional": false,
"isOR": false
}
]
}
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using UnityEngine;
public class Frame
{
public Vector3 Position;
public Quaternion Rotation;
public Frame(Vector3 p, Quaternion r)
{
Position = p;
Rotation = r;
}
}

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using System.Collections.Generic;
using UnityEngine;
public class MotionPlanner
{
public Frame[] GeneratePath(Frame start, Frame end, int steps)
{
var list = new List<Frame>();
if (steps <= 0)
{
list.Add(new Frame(end.Position, end.Rotation));
return list.ToArray();
}
for (int i = 0; i <= steps; i++)
{
float t = i / (float)steps;
Vector3 pos = Vector3.Lerp(start.Position, end.Position, t);
Quaternion rot = Quaternion.Slerp(start.Rotation, end.Rotation, t);
list.Add(new Frame(pos, rot));
}
return list.ToArray();
}
// Utility: create N repeated frames (hold)
public Frame[] RepeatFrame(Frame f, int count)
{
if (count <= 0) return new Frame[0];
Frame[] arr = new Frame[count];
for (int i = 0; i < count; i++) arr[i] = new Frame(f.Position, f.Rotation);
return arr;
}
}

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using System;
using System.Collections;
using UnityEngine;
public partial class RobotController
{
public class PickDropHandler
{
private Animator animator;
private AnimationClip animationUClip;
private AnimationClip animationDClip;
public void Init(Animator animator)
{
this.animator = animator;
animator.SetBool("p", false);
animator.SetBool("d", false);
InitializeAnimationClips();
}
private void InitializeAnimationClips()
{
if (animator == null || animator.runtimeAnimatorController == null)
{
Debug.LogError("Animator hoặc AnimatorController không được gán!");
return;
}
var clips = animator.runtimeAnimatorController.animationClips;
foreach (var clip in clips)
{
if (clip.name.ToLower().Contains("pick"))
animationUClip = clip;
else if (clip.name.ToLower().Contains("drop"))
animationDClip = clip;
}
}
public IEnumerator PlayPick(MonoBehaviour runner)
{
if (runner == null)
{
throw new ArgumentNullException(nameof(runner));
}
animator.SetBool("p", true);
animator.SetBool("d", false);
yield return new WaitForSeconds(animationUClip != null ? animationUClip.length : 0f);
}
public IEnumerator PlayDrop(MonoBehaviour runner)
{
if (runner == null)
{
throw new ArgumentNullException(nameof(runner));
}
animator.SetBool("p", false);
animator.SetBool("d", true);
yield return new WaitForSeconds(animationDClip != null ? animationDClip.length : 0f);
}
public void AttachObjToAmr(Transform endEffector, Transform obj)
{
if (obj == null) return;
obj.SetParent(endEffector);
obj.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
}
public void DetachObj(Transform obj)
{
if (obj != null)
obj.SetParent(null);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using static RobotController;
public partial class Robot2Controller : MonoBehaviour
{
// ===== Enums =====
public enum StepType { Move, Pick, Drop, AttachA, AttachB, DetachA, DetachB, Detach, CustomAction, Delay, LinearMove, MoveJoints, Parallel }
public enum GraspMode { Top, Right, Left, Font }
public enum EffectorType { A, B } // NEW
// ===== Nested Classes =====
[System.Serializable]
public class Step
{
public StepType Type;
public Frame[] Path;
public System.Action Action;
public float DelayTime;
public float[] JointAngles;
public float MoveDuration;
public List<IEnumerator> ParallelCoroutines;
public EffectorType Effector; // NEW
public Step(StepType type, EffectorType effector = EffectorType.A)
{
Type = type;
Effector = effector;
}
}
public class HomeData
{
public float[] Angles;
public Frame FrameAtZero;
public Frame FrameAtAngles;
public HomeData(float[] angles, Frame frameAtZero, Frame frameAtAngles)
{
Angles = angles;
FrameAtZero = frameAtZero;
FrameAtAngles = frameAtAngles;
}
}
// ===== Public Fields =====
[Header("Joints Setup")]
public RobotJoint[] Joints;
[Header("Phoi từ ABB (đang xử lý)")]
public Transform currentPhoiFromAbbA;
public Transform currentPhoiFromAbbB;
[Header("Targets")]
public Transform target3;
public Transform target4;
public Transform target42;
public Transform linearTarget4;
public Transform target51;
public Transform target52;
public Transform target7;
public Transform target8;
public float LinearSpeed = 1f;
public Transform LinearBase;
public Transform LinearHome;
[Header("Motion Settings")]
public int Steps = 80;
public float StepDelay = 0.02f;
public float LiftHeight = 0.2f;
public int HoldFrames1 = 30;
[Range(0f, 1f)] public float ApplyAlpha = 0.35f;
[Header("Animation Handler")]
public Animator armAnimator;
[Header("References")]
public RobotController robot1;
[Header("Phoi Settings (clones)")]
public Transform PhoiForBPrefab; // prefab gốc
public Transform PhoiForBInstance; // instance của mỗi vòng
[Header("Phoi từ ABB (đang xử lý)")]
public Transform currentPhoiFromAbb;
[Header("End Effectors")]
public Transform EndEffectorA;
public Transform EndEffectorB;
// ===== Private Fields =====
private SolverCCD solverA;
private SolverCCD solverB;
private MotionPlanner planner;
private List<Step> steps;
private int currentStepIndex;
private float[] lastAppliedAngles;
private PickDropHandler pickDropHandler;
private readonly Queue<Transform> phoiQueue = new();
private readonly Queue<Transform> abbPhoiQueue = new();
public bool IsPart2Done { get; private set; } = true;
// ===== Unity Lifecycle =====
void Start()
{
if (Joints.Length == 0 || EndEffectorA == null || EndEffectorB == null || armAnimator == null)
{
Debug.LogError("Thiếu cấu hình Robot2Controller!");
enabled = false;
return;
}
foreach (var j in Joints) j.Init();
solverA = new SolverCCD(Joints, EndEffectorA);
solverB = new SolverCCD(Joints, EndEffectorB);
planner = new MotionPlanner();
lastAppliedAngles = ReadCurrentAngles();
pickDropHandler = new PickDropHandler();
pickDropHandler.Init(armAnimator);
//InitPhoiStack();
}
// ===== Public API =====
public IEnumerator RunStepsExternal()
{
// spawn one phoi B at transfer location for this cycle (so AttachB has something)
if (PhoiForBPrefab != null && target4 != null)
{
Quaternion zRot = Quaternion.Euler(0, 0, 90);
currentPhoiFromAbbB = Instantiate(PhoiForBPrefab, target4.position, target4.rotation * zRot);
currentPhoiFromAbbB.name = $"PhoiForB_{Time.frameCount}";
Debug.Log($"[RunStepsExternal] Spawned {currentPhoiFromAbbB.name}");
}
BuildSteps();
currentStepIndex = 0;
while (currentStepIndex < steps.Count)
{
Step step = steps[currentStepIndex];
switch (step.Type)
{
case StepType.Move:
yield return StartCoroutine(DoMove(step.Path, step.Effector));
break;
case StepType.MoveJoints:
yield return StartCoroutine(DoMoveToJoints(step.JointAngles, step.MoveDuration));
break;
case StepType.Pick:
yield return StartCoroutine(pickDropHandler.PlayPick(this));
break;
case StepType.Drop:
yield return StartCoroutine(pickDropHandler.PlayDrop(this));
break;
case StepType.AttachA:
HandleAttachA();
break;
case StepType.DetachA:
HandleDetachA();
break;
case StepType.AttachB:
HandleAttachB();
break;
case StepType.DetachB:
HandleDetachB();
break;
case StepType.Detach:
DA();
DB();
break;
case StepType.CustomAction:
step.Action?.Invoke();
break;
case StepType.Delay:
yield return new WaitForSeconds(step.DelayTime);
break;
case StepType.LinearMove:
if (step.Path != null && step.Path.Length > 0)
yield return StartCoroutine(DoLinearMove(step.Path[0], step.DelayTime));
break;
case StepType.Parallel:
if (step.ParallelCoroutines != null && step.ParallelCoroutines.Count > 0)
yield return StartCoroutine(RunParallel(step.ParallelCoroutines));
break;
}
currentStepIndex++;
}
// ✅ Sau khi kết thúc 1 vòng → xóa phôi của A
if (currentPhoiFromAbbA != null) { Destroy(currentPhoiFromAbbA.gameObject); currentPhoiFromAbbA = null; }
}
public bool HasPhoiAtTarget3() => abbPhoiQueue.Count > 0;
public void EnqueuePhoi(Transform phoi)
{
if (phoi == null)
{
Debug.LogWarning("EnqueuePhoi nhận null");
return;
}
// Snap về target3
phoi.SetPositionAndRotation(target3.position, target3.rotation);
phoi.SetParent(null);
abbPhoiQueue.Enqueue(phoi);
}
// ===== Attach / Detach =====
void HandleAttachA()
{
if (abbPhoiQueue.Count == 0) return;
currentPhoiFromAbbA = abbPhoiQueue.Dequeue();
if (currentPhoiFromAbbA == null) return;
pickDropHandler.AttachObjToAmr(EndEffectorA, currentPhoiFromAbbA);
Debug.Log($"[AttachA] {currentPhoiFromAbbA.name} gắn vào EndEffectorA");
}
void HandleDetachA()
{
if (currentPhoiFromAbbA != null)
{
pickDropHandler.DetachObj(currentPhoiFromAbbA);
Debug.Log($"[DetachA] Tháo {currentPhoiFromAbbA.name} khỏi EndEffectorA");
}
}
void DA()
{
Destroy(currentPhoiFromAbbA.gameObject); // ❌ Xóa luôn phôi
currentPhoiFromAbbA = null;
}
void HandleAttachB()
{
if (currentPhoiFromAbbB == null)
{
Debug.LogWarning("[AttachB] currentPhoiFromAbbB NULL");
return;
}
pickDropHandler.AttachObjToAmr(EndEffectorB, currentPhoiFromAbbB);
Debug.Log($"[AttachB] {currentPhoiFromAbbB.name} gắn vào EndEffectorB");
}
void HandleDetachB()
{
if (currentPhoiFromAbbB != null)
{
pickDropHandler.DetachObj(currentPhoiFromAbbB);
Debug.Log($"[DetachB] Tháo và Destroy {currentPhoiFromAbbB.name}");
}
}
void DB()
{
Destroy(currentPhoiFromAbbB.gameObject); // ❌ Xóa luôn phôi
currentPhoiFromAbbB = null;
}
IEnumerator RunParallel(List<IEnumerator> coroutines)
{
var running = coroutines.Select(StartCoroutine).ToList();
foreach (var r in running) yield return r;
}
void BuildSteps()
{
steps = new List<Step>();
HomeData homeAtLinearHome = GetHomeAtLinear(LinearHome);
HomeData homeAtTarget4 = GetHomeAtLinear(linearTarget4, homeAtLinearHome.Angles);
Frame t1 = CreateFrameFromTransform(target3, GraspMode.Top);
Frame k1 = CreateLiftFrame(t1, LiftHeight, GraspMode.Top);
Quaternion yOffset = Quaternion.Euler(0, -90, 0);
Quaternion yOffsetv = Quaternion.Euler(0, 90, 0);
Frame t2 = CreateFrameFromTransform(target4, GraspMode.Right, yOffset);
Frame t2v = CreateFrameFromTransform(target42, GraspMode.Right, yOffsetv);
Frame t3 = CreateFrameFromTransform(target7);
Frame t4 = CreateFrameFromTransform(target8);
Frame k4 = CreateLiftFrame(t4, LiftHeight, GraspMode.Top);
Frame k2 = CreateLiftFrame(t2, LiftHeight, GraspMode.Right);
Frame k2v = CreateLiftFrame(t2v, LiftHeight, GraspMode.Right);
// Về home
steps.Add(new Step(StepType.MoveJoints)
{
JointAngles = CloneAngles(homeAtLinearHome.Angles),
MoveDuration = 1f
});
// Pick object
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(new Frame(EndEffectorA.position, EndEffectorA.rotation), k1, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(k1, t1, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.RepeatFrame(t1, HoldFrames1) });
steps.Add(new Step(StepType.AttachA));
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(t1, k1, Steps).ToArray() });
steps.Add(new Step(StepType.MoveJoints){JointAngles = CloneAngles(homeAtLinearHome.Angles),MoveDuration = 1f});
steps.Add(new Step(StepType.LinearMove){Path = new[] { CreateFrameFromTransform(linearTarget4) },DelayTime = 3f});
steps.Add(new Step(StepType.Move, EffectorType.B) { Path = planner.GeneratePath(homeAtTarget4.FrameAtZero, k2, Steps).ToArray() });
steps.Add(new Step(StepType.Move, EffectorType.B) { Path = planner.GeneratePath(k2, t2, Steps).ToArray() });
steps.Add(new Step(StepType.Move, EffectorType.B) { Path = planner.RepeatFrame(t2, HoldFrames1) });
steps.Add(new Step(StepType.AttachB));
steps.Add(new Step(StepType.Move, EffectorType.B) { Path = planner.GeneratePath(t2, k2, Steps).ToArray() });
steps.Add(new Step(StepType.Move, EffectorType.B) { Path = planner.GeneratePath(k2, homeAtTarget4.FrameAtAngles, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(homeAtTarget4.FrameAtAngles, k2v, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(k2v, t2v, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.RepeatFrame(t2v, HoldFrames1) });
steps.Add(new Step(StepType.DetachA));
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(t2v,k2v, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(k2v, homeAtTarget4.FrameAtAngles, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(homeAtTarget4.FrameAtAngles, t3, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(t3,k4, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(k4,t4, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.RepeatFrame(t4, HoldFrames1) });
steps.Add(new Step(StepType.DetachB));
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(t4,k4, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(k4,t3, Steps).ToArray() });
steps.Add(new Step(StepType.Move) { Path = planner.GeneratePath(t3,homeAtTarget4.FrameAtAngles, Steps).ToArray() });
steps.Add(new Step(StepType.Detach));
// Snap lại home
steps.Add(new Step(StepType.MoveJoints){ JointAngles = CloneAngles(homeAtLinearHome.Angles), MoveDuration = 1f});
// Parallel: Linear về + Part1 + Part2
steps.Add(new Step(StepType.Parallel)
{
ParallelCoroutines = new List<IEnumerator> {
DoLinearMove(new Frame(LinearHome.position, LinearHome.rotation), 3f),
Part2Routine()
}
});
steps.Add(new Step(StepType.Delay) { DelayTime = 1f });
}
IEnumerator Part1Routine()
{
if (currentPhoiFromAbb == null) yield break;
yield return MoveObject(currentPhoiFromAbb, target4, target4, 0f, true);
currentPhoiFromAbb = null;
}
IEnumerator Part2Routine()
{
StartCoroutine(Part1Routine());
Task.Delay(1000);
IsPart2Done = false;
if (phoiQueue.Count == 0) yield break;
Transform currentPhoi = phoiQueue.Dequeue();
currentPhoi.gameObject.SetActive(true);
yield return MoveObject(currentPhoi, target51, target52, 3f, true);
IsPart2Done = true;
}
// ===== Motion Helpers =====
public IEnumerator MoveObject(Transform obj, Transform from, Transform to, float duration, bool destroyOnFinish = false)
{
if (obj == null) yield break;
from.GetPositionAndRotation(out Vector3 startPos, out Quaternion startRot);
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
obj.SetPositionAndRotation(
Vector3.Lerp(startPos, to.position, t),
Quaternion.Slerp(startRot, to.rotation, t)
);
yield return null;
}
if (destroyOnFinish)
{
Destroy(obj.gameObject);
}
}
IEnumerator DoMove(Frame[] path, EffectorType effector)
{
SolverCCD solver = (effector == EffectorType.A) ? solverA : solverB;
foreach (var frame in path)
{
float[] jointValues = solver.SolveIK(frame);
for (int j = 0; j < Joints.Length && j < jointValues.Length; j++)
{
float applied = Mathf.Lerp(lastAppliedAngles[j], jointValues[j], ApplyAlpha);
lastAppliedAngles[j] = applied;
Joints[j].SetValue(applied);
}
yield return new WaitForSeconds(StepDelay);
}
}
IEnumerator DoMoveToJoints(float[] targetAngles, float duration = 0.75f)
{
if (targetAngles == null) yield break;
int frames = Steps;
if (duration > 0f) StepDelay = duration / frames;
float[] startAngles = ReadCurrentAngles();
for (int f = 0; f < frames; f++)
{
float t = (float)f / (frames - 1);
for (int j = 0; j < Joints.Length; j++)
{
float angle = Mathf.Lerp(startAngles[j], targetAngles[j], t);
Joints[j].SetValue(angle);
lastAppliedAngles[j] = angle;
}
yield return new WaitForSeconds(StepDelay);
}
}
IEnumerator DoLinearMove(Frame target, float duration)
{
if (LinearBase == null) yield break;
LinearBase.GetPositionAndRotation(out Vector3 startPos, out Quaternion startRot);
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
LinearBase.SetPositionAndRotation(
Vector3.Lerp(startPos, target.Position, t),
Quaternion.Slerp(startRot, target.Rotation, t)
);
yield return null;
}
}
// ===== Utility Helpers =====
HomeData GetHomeAtLinear(Transform linearPose, float[] referenceAngles = null)
{
if (linearPose == null) return null;
LinearBase.GetPositionAndRotation(out Vector3 oldPos, out Quaternion oldRot);
float[] backupAngles = ReadCurrentAngles();
LinearBase.SetPositionAndRotation(linearPose.position, linearPose.rotation);
float[] refAngles = referenceAngles != null ? CloneAngles(referenceAngles) : ReadCurrentAngles();
for (int i = 0; i < Joints.Length; i++) Joints[i].SetValue(0f);
Frame frameAtZero = new(EndEffectorA.position, EndEffectorA.rotation);
for (int i = 0; i < Joints.Length; i++) Joints[i].SetValue(refAngles[i]);
Frame frameAtAngles = new(EndEffectorA.position, EndEffectorA.rotation);
for (int i = 0; i < Joints.Length; i++) Joints[i].SetValue(backupAngles[i]);
LinearBase.SetPositionAndRotation(oldPos, oldRot);
return new HomeData(refAngles, frameAtZero, frameAtAngles);
}
float[] ReadCurrentAngles()
{
float[] a = new float[Joints.Length];
for (int i = 0; i < Joints.Length; i++) a[i] = Joints[i].GetValue();
return a;
}
float[] CloneAngles(float[] src)
{
if (src == null) return null;
var dst = new float[src.Length];
System.Array.Copy(src, dst, src.Length);
return dst;
}
private Frame CreateLiftFrame(Frame target, float lift, GraspMode _) =>
new(target.Position + Vector3.up * lift, target.Rotation);
Frame CreateFrameFromTransform(Transform t, GraspMode mode, Quaternion extraRotation) =>
new(t.position, GetGraspRotation(mode) * extraRotation);
Frame CreateFrameFromTransform(Transform t, GraspMode mode) =>
new(t.position, GetGraspRotation(mode));
Frame CreateFrameFromTransform(Transform t) =>
new(t.position, t.rotation);
Quaternion GetGraspRotation(GraspMode mode)
{
return mode switch
{
GraspMode.Right => Quaternion.LookRotation(Vector3.up, Vector3.left),
GraspMode.Top => Quaternion.LookRotation(Vector3.right, Vector3.up),
GraspMode.Left => Quaternion.LookRotation(Vector3.left),
_ => Quaternion.identity,
};
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public partial class RobotController : MonoBehaviour
{
public enum StepType { Move, MoveJoints, Pick, Drop, Attach, Detach, Action, Delay, CustomAction }
[System.Serializable]
public class Step
{
public StepType Type;
public Frame[] Path;
public System.Action Action;
public float Delay;
public float[] JointAngles;
public float MoveDuration;
public Step(StepType type, Frame[] path = null, System.Action action = null, float delay = 0f, float[] jointAngles = null, float moveDuration = 0)
{
Type = type;
Path = path;
Action = action;
Delay = delay;
JointAngles = jointAngles;
MoveDuration = moveDuration;
}
}
[Header("Joints Setup")]
public RobotJoint[] joints;
[Header("End Effector")]
public Transform endEffector;
[Header("Targets")]
public Transform target1;
public Transform target2;
public Transform target3;
public int HoldFrames = 30;
[Header("Settings")]
public int stepsPerMove = 80;
public float stepDelay = 0.02f;
public float liftHeight = 0.2f;
[Range(0f, 1f)] public float applyAlpha = 0.35f;
[Header("Animation")]
public Animator armAnimator;
[Header("Objects")]
public Transform objectPrefab;
public Transform currentObject;
[Header("Stack Settings")]
public Transform objectStacktran;
public int stackCount = 12;
public float stackSpacingY = 0.1f;
public float shiftDelay = 3f;
public float shiftDuration = 0.5f;
SolverCCD solver;
MotionPlanner planner;
PickDropHandler pickDrop;
List<Step> steps;
float[] lastAngles;
private readonly List<Transform> objectStack = new();
private Transform nextTop;
public Transform LastStackObject { get; set; } // đối tượng ABB vừa đặt ở target3
public System.Action OnCompleted;
void Awake()
{
if (joints == null || joints.Length == 0 || endEffector == null)
{
Debug.LogError("RobotController: Thiếu joints hoặc endEffector!");
enabled = false;
return;
}
foreach (var j in joints) j.Init();
solver = new SolverCCD(joints, endEffector);
planner = new MotionPlanner();
pickDrop = new PickDropHandler();
pickDrop.Init(armAnimator);
lastAngles = new float[joints.Length];
for (int i = 0; i < joints.Length; i++) lastAngles[i] = joints[i].GetValue();
InitObjectStack();
}
// ========== STACK ==========
void InitObjectStack()
{
if (objectPrefab == null || objectStacktran == null) return;
objectStack.Clear();
objectStacktran.GetPositionAndRotation(out Vector3 basePos, out Quaternion baseRot);
for (int i = 0; i < stackCount; i++)
{
Vector3 pos = basePos + Vector3.up * (stackSpacingY * i);
Transform obj = Instantiate(objectPrefab, pos, baseRot, objectStacktran);
obj.name = $"StackObject_{i}";
objectStack.Add(obj);
}
nextTop = null;
}
Transform PeekTop() => objectStack.Count > 0 ? objectStack.Last() : null;
Transform PopTop()
{
if (objectStack.Count == 0) return null;
var t = objectStack.Last();
objectStack.RemoveAt(objectStack.Count - 1);
return t;
}
IEnumerator ShiftStackUpAfterDelay()
{
yield return new WaitForSeconds(shiftDelay);
foreach (var obj in objectStack)
{
Vector3 targetPos = obj.position + Vector3.up * stackSpacingY;
StartCoroutine(MoveToPosition(obj, targetPos, shiftDuration));
}
yield return new WaitForSeconds(shiftDuration);
if (currentObject == null) currentObject = PeekTop();
else nextTop = PeekTop();
}
IEnumerator MoveToPosition(Transform obj, Vector3 target, float duration)
{
if (obj == null) yield break;
Vector3 start = obj.position;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
obj.position = Vector3.Lerp(start, target, t);
yield return null;
}
obj.position = target;
}
// ========== MAIN FLOW ==========
public IEnumerator RunStepsExternal()
{
BuildSteps();
foreach (var step in steps)
{
switch (step.Type)
{
case StepType.Move:
if (step.Path != null) yield return DoMove(step.Path);
break;
case StepType.MoveJoints:
yield return StartCoroutine(DoMoveToJoints(step.JointAngles, step.MoveDuration));
break;
case StepType.Pick:
yield return pickDrop.PlayPick(this);
break;
case StepType.Drop:
yield return pickDrop.PlayDrop(this);
break;
case StepType.Attach:
if (currentObject == null)
{
currentObject = PopTop();
if (currentObject == null) break;
}
pickDrop.AttachObjToAmr(endEffector, currentObject);
if (objectStack.Count > 0) StartCoroutine(ShiftStackUpAfterDelay());
break;
case StepType.Detach:
pickDrop.DetachObj(currentObject);
if (currentObject != null) currentObject.rotation = Quaternion.identity;
break;
case StepType.Action:
case StepType.CustomAction:
step.Action?.Invoke();
break;
case StepType.Delay:
yield return new WaitForSeconds(step.Delay);
break;
}
}
OnCompleted?.Invoke();
}
void BuildSteps()
{
steps = new List<Step>();
float[] homeAngles = GetHomeJointAngles();
Frame t1 = new(target1.position, target1.rotation);
Frame t2 = new(target2.position, target2.rotation);
Frame lift1 = LiftFrame(t1, liftHeight);
Frame lift2 = LiftFrame(t2, liftHeight);
// Về home = dùng MoveJoints
steps.Add(new Step(StepType.MoveJoints, jointAngles: homeAngles));
// Pick từ target1
steps.Add(new Step(StepType.Move, planner.GeneratePath(new Frame(endEffector.position, endEffector.rotation), lift1, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.Move, planner.GeneratePath(lift1, t1, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.Attach));
steps.Add(new Step(StepType.Move, planner.RepeatFrame(t1, HoldFrames)));
steps.Add(new Step(StepType.Move, planner.GeneratePath(t1, lift1, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.MoveJoints, jointAngles: homeAngles) { MoveDuration = 1f });
// Place tại target2
steps.Add(new Step(StepType.Move, planner.GeneratePath(new Frame(endEffector.position, endEffector.rotation), lift2, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.Move, planner.GeneratePath(lift2, t2, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.Detach));
steps.Add(new Step(StepType.Move, planner.RepeatFrame(t2, HoldFrames)));
// Animate rơi tự do (rơi xuống target3)
steps.Add(new Step(StepType.CustomAction, action: () => { StartCoroutine(MoveObject(target2, target3, 0.2f)); }) { MoveDuration = 0.75f });
// Quay về home
steps.Add(new Step(StepType.Move, planner.GeneratePath(t2, lift2, stepsPerMove).ToArray()));
steps.Add(new Step(StepType.MoveJoints, jointAngles: homeAngles) { MoveDuration = 1f });
}
// ========== MOTION ==========
IEnumerator DoMove(Frame[] path)
{
foreach (var f in path)
{
float[] solved = solver.SolveIK(f);
for (int i = 0; i < joints.Length && i < solved.Length; i++)
{
float a = Mathf.Lerp(lastAngles[i], solved[i], applyAlpha);
lastAngles[i] = a;
joints[i].SetValue(a);
}
yield return new WaitForSeconds(stepDelay);
}
}
IEnumerator DoMoveToJoints(float[] targetAngles, float duration = 0.75f)
{
if (targetAngles == null) yield break;
int frames = stepsPerMove;
if (duration > 0f) // nếu truyền duration, thì tính lại StepDelay
stepDelay = duration / frames;
float[] startAngles = new float[joints.Length];
for (int i = 0; i < joints.Length; i++) startAngles[i] = joints[i].GetValue();
for (int f = 0; f < frames; f++)
{
float t = (float)f / (frames - 1);
for (int j = 0; j < joints.Length; j++)
{
float angle = Mathf.Lerp(startAngles[j], targetAngles[j], t);
joints[j].SetValue(angle);
lastAngles[j] = angle;
}
yield return new WaitForSeconds(stepDelay);
}
}
float[] GetHomeJointAngles()
{
float[] home = new float[joints.Length];
for (int i = 0; i < joints.Length; i++) home[i] = joints[i].GetValue();
return home;
}
Frame LiftFrame(Frame f, float lift)
{
return new Frame(new Vector3(f.Position.x, f.Position.y + lift, f.Position.z), f.Rotation);
}
// ========== DROP ANIMATION ==========
public IEnumerator MoveObject(Transform from, Transform to, float duration)
{
if (currentObject == null) yield break;
from.GetPositionAndRotation(out Vector3 startPos, out Quaternion startRot);
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
currentObject.SetPositionAndRotation(
Vector3.Lerp(startPos, to.position, t),
Quaternion.Slerp(startRot, to.rotation, t)
);
yield return null;
}
// Sau khi thả xong tại target3
LastStackObject = currentObject;
// thông tin góc lastStackObject Rotation = Quaternion.identity;
currentObject = null;
}
}

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using UnityEngine;
[System.Serializable]
public class RobotJoint
{
public Transform JointTransform;
public enum RotationAxis { X, Y, Z }
public RotationAxis Axis = RotationAxis.Y;
public float MinLimit = -180f;
public float MaxLimit = 180f;
[HideInInspector] public float CurrentValue = 0f; // degrees
// Lưu offset ban đầu
private Quaternion baseRotation;
public void Init()
{
if (JointTransform != null)
baseRotation = JointTransform.localRotation;
else
Debug.LogWarning("JointTransform is not assigned in RobotJoint!");
}
public void SetValue(float angleDeg)
{
if (JointTransform == null) return;
CurrentValue = Mathf.Clamp(angleDeg, MinLimit, MaxLimit);
Vector3 axisVector = Vector3.zero;
switch (Axis)
{
case RotationAxis.X: axisVector = Vector3.right; break;
case RotationAxis.Y: axisVector = Vector3.up; break;
case RotationAxis.Z: axisVector = Vector3.forward; break;
}
// rotation = baseRotation * xoay quanh trục
JointTransform.localRotation = baseRotation * Quaternion.AngleAxis(CurrentValue, axisVector);
}
public float GetValue()
{
return CurrentValue;
}
}

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using System.Collections;
using UnityEngine;
public class RobotManager : MonoBehaviour
{
public RobotController abb;
public Robot2Controller yas;
void Start()
{
StartCoroutine(AbbLoop());
StartCoroutine(YasLoop());
}
bool IsAtTarget3()
{
return yas.HasPhoiAtTarget3();
}
IEnumerator AbbLoop()
{
for (int i = 0; i < abb.stackCount; i++)
{
yield return new WaitUntil(() => !IsAtTarget3());
yield return StartCoroutine(abb.RunStepsExternal());
// ✅ Sau khi ABB đặt phôi, đưa phôi vào queue của YAS
yas.EnqueuePhoi(abb.LastStackObject);
}
Debug.Log("ABB hoàn thành tất cả vòng");
}
IEnumerator YasLoop()
{
for (int i = 0; i < abb.stackCount; i++)
{
// Đợi tới khi có phôi ở target3
yield return new WaitUntil(() => IsAtTarget3());
yield return StartCoroutine(yas.RunStepsExternal());
}
Debug.Log("YAS hoàn thành tất cả vòng");
}
}

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using UnityEngine;
public class SolverCCD
{
public RobotJoint[] Joints;
public Transform EndEffector;
public int MaxIterations = 40;
public float PositionTolerance = 0.001f;
public float OrientationToleranceDeg = 3f;
public float MaxStepDegrees = 2f;
public float WristMaxStepDegrees = 1f;
[Range(0f, 1f)]
public float SmoothFactor = 0.5f;
public float ProjectionEpsilon = 1e-6f;
public SolverCCD(RobotJoint[] joints, Transform endEffector)
{
Joints = joints;
EndEffector = endEffector;
}
public float[] SolveIK(Frame target)
{
int n = Joints != null ? Joints.Length : 0;
float[] result = new float[n];
if (Joints == null || n == 0 || EndEffector == null)
return result;
for (int iter = 0; iter < MaxIterations; iter++)
{
float posErr = Vector3.Distance(EndEffector.position, target.Position);
if (posErr <= PositionTolerance) break;
for (int i = n - 1; i >= 0; i--)
{
Transform jointT = Joints[i].JointTransform;
Vector3 toEnd = EndEffector.position - jointT.position;
Vector3 toTarget = target.Position - jointT.position;
if (toEnd.sqrMagnitude < 1e-12f || toTarget.sqrMagnitude < 1e-12f) continue;
Vector3 axisWorld = GetJointAxisWorld(Joints[i], jointT);
float angle = SignedAngleBetweenVectorsProjected(toEnd, toTarget, axisWorld, ProjectionEpsilon);
float maxStep = (i >= n - 3) ? WristMaxStepDegrees : MaxStepDegrees;
float delta = Mathf.Clamp(angle, -maxStep, maxStep);
float current = Joints[i].GetValue();
float intended = current + delta;
float newAngle = Mathf.Lerp(current, intended, SmoothFactor);
newAngle = Mathf.Clamp(newAngle, Joints[i].MinLimit, Joints[i].MaxLimit);
Joints[i].SetValue(newAngle);
}
}
AlignOrientation(target);
for (int i = 0; i < n; i++) result[i] = Joints[i].GetValue();
return result;
}
void AlignOrientation(Frame target)
{
int n = Joints.Length;
if (n == 0) return;
float angError = Quaternion.Angle(EndEffector.rotation, target.Rotation);
if (angError <= OrientationToleranceDeg) return;
int start = Mathf.Max(0, n - 3);
for (int iter = 0; iter < 12; iter++)
{
for (int i = n - 1; i >= start; i--)
{
Transform jointT = Joints[i].JointTransform;
Vector3 axisWorld = GetJointAxisWorld(Joints[i], jointT);
Quaternion fromTo = target.Rotation * Quaternion.Inverse(EndEffector.rotation);
fromTo.ToAngleAxis(out float angleDeg, out Vector3 axis);
if (angleDeg > 180f) angleDeg -= 360f;
if (float.IsNaN(angleDeg) || Mathf.Abs(angleDeg) < 1e-4f) continue;
float sign = Mathf.Sign(Vector3.Dot(axis, axisWorld));
float step = Mathf.Clamp(angleDeg * sign, -5f, 5f);
float maxStep = WristMaxStepDegrees;
float delta = Mathf.Clamp(step, -maxStep, maxStep);
float current = Joints[i].GetValue();
float intended = current + delta;
float newAngle = Mathf.Lerp(current, intended, SmoothFactor);
newAngle = Mathf.Clamp(newAngle, Joints[i].MinLimit, Joints[i].MaxLimit);
Joints[i].SetValue(newAngle);
}
if (Quaternion.Angle(EndEffector.rotation, target.Rotation) <= OrientationToleranceDeg) break;
}
}
Vector3 GetJointAxisWorld(RobotJoint joint, Transform jointT)
{
switch (joint.Axis)
{
case RobotJoint.RotationAxis.X: return jointT.right;
case RobotJoint.RotationAxis.Y: return jointT.up;
case RobotJoint.RotationAxis.Z: return jointT.forward;
}
return jointT.up;
}
static float SignedAngleBetweenVectorsProjected(Vector3 v1, Vector3 v2, Vector3 axis, float eps)
{
Vector3 p1 = Vector3.ProjectOnPlane(v1, axis);
Vector3 p2 = Vector3.ProjectOnPlane(v2, axis);
if (p1.sqrMagnitude < eps || p2.sqrMagnitude < eps) return 0f;
return Vector3.SignedAngle(p1, p2, axis.normalized);
}
}

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