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@ -623,6 +623,8 @@ MonoBehaviour:
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layerMask:
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serializedVersion: 2
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m_Bits: 256
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startPos: {fileID: 0}
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hight: 200
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--- !u!1 &7326748669528570608
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GameObject:
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m_ObjectHideFlags: 0
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@ -10921,6 +10923,36 @@ PrefabInstance:
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propertyPath: m_Layer
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objectReference: {fileID: 0}
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type: 3}
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propertyPath: m_Size.x
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propertyPath: m_Layer
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@ -11001,6 +11033,11 @@ PrefabInstance:
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propertyPath: m_LocalScale.z
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value: 2
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propertyPath: m_LocalPosition.y
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type: 3}
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propertyPath: m_Layer
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@ -318,8 +318,8 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
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if (unmannedAerialVehicleManage)
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{
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unmannedAerialVehicleManage = wrj.GetComponent<UnmannedAerialVehicleManage>();
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//unmannedAerialVehicleManage.CheckSatellitePositioningFrequency(
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// InterferenceMode);
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unmannedAerialVehicleManage.CheckSatellitePositioningFrequency(
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InterferenceMode);
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var nowData = GetSyncData(unmannedAerialVehicleManage);
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DeviceManager.Instance.send2roomStr.Enqueue(nowData);
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}
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@ -327,8 +327,8 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
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if (unmannedAerialVehicle)
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{
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unmannedAerialVehicle = wrj.GetComponent<UnmannedAerialVehicle>();
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//unmannedAerialVehicle.CheckSatellitePositioningFrequency(
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// InterferenceMode);
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unmannedAerialVehicle.CheckSatellitePositioningFrequency(
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InterferenceMode);
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var nowData = GetSyncData(unmannedAerialVehicle);
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DeviceManager.Instance.send2roomStr.Enqueue(nowData);
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}
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@ -9,6 +9,9 @@ using System.Linq;
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using static InterfaceManager;
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using Newtonsoft.Json;
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using PData;
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using TMPro;
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using UnityEngine.UIElements;
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using System.Security.Permissions;
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public enum WRJModel
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{
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@ -764,6 +767,8 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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}
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}
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public GameObject startPos;
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public float hight = 200f;
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/// <summary>
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/// 开启航线设置
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/// </summary>
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@ -786,9 +791,24 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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DistanceMeasurement distanceMeasurement = airRoute.GetComponent<DistanceMeasurement>();
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if (distanceMeasurement)
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{
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distanceMeasurement.isPathCanBePlanned = true;
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distanceMeasurement.markers[0] = transform;
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distanceMeasurement.unmannedAerialVehicleManage = this;
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if (startPos)
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{
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startPos.transform.position = new Vector3(transform.position.x, hight, transform.position.z);
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distanceMeasurement.isPathCanBePlanned = true;
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distanceMeasurement.markers[0] = startPos.transform;
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positions.Enqueue(startPos.transform.position);
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distanceMeasurement.unmannedAerialVehicleManage = this;
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}
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else{
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startPos = Instantiate(distanceMeasurement.PosPrefab,transform);
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startPos.transform.localScale = Vector3.zero;
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startPos.transform.position = new Vector3(transform.position.x, hight, transform.position.z);
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distanceMeasurement.isPathCanBePlanned = true;
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distanceMeasurement.markers[0] = startPos.transform;
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positions.Enqueue(startPos.transform.position);
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distanceMeasurement.unmannedAerialVehicleManage = this;
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}
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}
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}
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}
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@ -812,20 +832,23 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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public IEnumerator MoveObjectAlongPath(Vector3 _positions) // 协程:按路线移动物体
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{
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Vector3 targetPosition = new Vector3(_positions.x, 150, _positions.z);// 目标位置为当前顶点坐标
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Vector3 targetPosition = new Vector3(_positions.x, hight, _positions.z);// 目标位置为当前顶点坐标
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _time = _distance / FireSpeed;
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transform.LookAt(targetPosition);
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if (_positions.x != transform.position.x && _positions.z != transform.position.z)
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transform.LookAt(targetPosition);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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yield return new WaitForSeconds(_time); // 等待一帧时间
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isMove = true;
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}
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public IEnumerator MoveObjectAlongPath(Vector3 _positions, bool _isMove) // 协程:按路线移动物体
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{
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Vector3 targetPosition = new Vector3(_positions.x, 200, _positions.z);// 目标位置为当前顶点坐标
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Vector3 targetPosition = new Vector3(_positions.x, hight, _positions.z);// 目标位置为当前顶点坐标
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float _distance = Vector3.Distance(transform.position, targetPosition);
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float _time = _distance / FireSpeed;
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transform.LookAt(targetPosition);
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if (_positions.x != transform.position.x && _positions.z != transform.position.z)
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transform.LookAt(targetPosition);
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transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
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yield return new WaitForSeconds(_time); // 等待一帧时间
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equipmentCommon.isMove = _isMove;
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