模型点击演练测试

This commit is contained in:
王志勋 2023-11-20 16:03:28 +08:00
parent 1f28b67379
commit 29e4a23181
19 changed files with 2945 additions and 308 deletions

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@ -1,4 +1,4 @@
using AdamThinkDevicesData;
using AdamThinkDevicesData;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -38,10 +38,10 @@ public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler,
if (model != null)
{
model.GetComponent<UnmannedAerialVehicleManage>().isStartRehearsing = GlobalFlag.isStartRehearsing;
model.GetComponent<EquipmentCommon>().isStartRehearsing = GlobalFlag.isStartRehearsing;
List<List_paraItem> temp = UIBootstrap.Instance.GetListParaItemById(deviceID);
//model.GetComponent<UnmannedAerialVehicleManage>().FillInTheData(temp);
model.GetComponent<EquipmentCommon>().FillInTheData(temp);
if (DragManager.Instance != null)
{
DragManager.Instance.AddObj(model);//把对应模型传入链表

View File

@ -12,11 +12,8 @@ public class ObjectPlanner : MonoBehaviour
public GameObject selectedObject; // 被选择的物体
public LineRenderer lineRenderer; // 用于绘制路线的线条
private bool isPlanning = false; // 是否正在规划路线
public Vector3[] positions;//已有路径
/// <summary>
/// 飞行速度
/// </summary>
public float FireSpeed = 20.0f;
public UnmannedAerialVehicleManage unmannedAerialVehicleManage;
void Start()
{
if (camera == null)
@ -63,9 +60,16 @@ public class ObjectPlanner : MonoBehaviour
{
isPlanning = false; // 停止规划路线
positions = new Vector3[lineRenderer.positionCount]; // 创建用于存储顶点坐标的数组
Vector3[] positions = new Vector3[lineRenderer.positionCount]; // 创建用于存储顶点坐标的数组
lineRenderer.GetPositions(positions); // 获取线条的顶点坐标
if (unmannedAerialVehicleManage)
{
for (int i = 0; i < positions.Length; i++)
{
unmannedAerialVehicleManage.positions.Enqueue(positions[i]);
unmannedAerialVehicleManage.endPosition = positions[positions.Length - 1];
}
}
}
}
}
@ -80,28 +84,5 @@ public class ObjectPlanner : MonoBehaviour
}
/// <summary>
/// 按规划路径开始移动
/// </summary>
public void StartMoveObjectAlongPath()
{
if (positions.Length > 0)
{
StartCoroutine(MoveObjectAlongPath(positions)); // 启动协程,按规划的路线移动物体
}
}
IEnumerator MoveObjectAlongPath(Vector3[] positions) // 协程:按路线移动物体
{
for (int i = 0; i < positions.Length; i++) // 迭代线条的顶点坐标
{
Vector3 targetPosition = positions[i] + new Vector3(0, 10, 0);// 目标位置为当前顶点坐标
while (selectedObject.transform.position != targetPosition) // 当物体未到达目标位置时
{
selectedObject.transform.position = Vector3.MoveTowards(selectedObject.transform.position, targetPosition, Time.deltaTime * FireSpeed); // 平滑移动物体
yield return null; // 等待一帧时间
}
yield return null; // 等待一帧时间
}
}
}

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@ -0,0 +1,97 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
/// <summary>
/// 设备
/// </summary>
public class EquipmentCommon : MonoBehaviour
{
public static List<EquipmentCommon> equipmentCommons = new List<EquipmentCommon>();
public string equipmentType="";
private bool _isStartRehearsing = false;
// 布尔值变化时触发的事件
public event System.Action<bool> OnActivationChanged;
// 属性绑定布尔值,并在值变化时触发事件
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
void Start()
{
equipmentCommons.Add(this);
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
}
/// <summary>
///
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
switch (equipmentType)
{
case "激光火控平台":
LaserFireControlPlatformManger laserFireControlPlatformManger = GetComponent<LaserFireControlPlatformManger>();
laserFireControlPlatformManger.isStartRehearsing = isStartRehearsing;
break;
case "探测雷达":
RadarManger radarManger = GetComponent<RadarManger>();
radarManger.isStartRehearsing = isStartRehearsing;
break;
case "地面无线电干扰":
TerrestrialRadioInterferenceManger terrestrialRadioInterferenceManger = GetComponent<TerrestrialRadioInterferenceManger>();
terrestrialRadioInterferenceManger.isStartRehearsing = isStartRehearsing;
break;
case "无人机List":
UnmannedAerialVehicleManage unmannedAerialVehicleManage = GetComponent<UnmannedAerialVehicleManage>();
unmannedAerialVehicleManage.isStartRehearsing = isStartRehearsing;
break;
default:
break;
}
}
/// <summary>
///
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(List<List_paraItem> weaponitemone)
{
switch (equipmentType)
{
case "激光火控平台":
LaserFireControlPlatformManger laserFireControlPlatformManger = GetComponent<LaserFireControlPlatformManger>();
laserFireControlPlatformManger.FillInTheData(weaponitemone);
laserFireControlPlatformManger.isStartRehearsing= isStartRehearsing;
break;
case "探测雷达":
RadarManger radarManger = GetComponent<RadarManger>();
radarManger.FillInTheData(weaponitemone);
break;
case "地面无线电干扰":
TerrestrialRadioInterferenceManger terrestrialRadioInterferenceManger = GetComponent<TerrestrialRadioInterferenceManger>();
terrestrialRadioInterferenceManger.FillInTheData(weaponitemone);
break;
case "无人机List":
UnmannedAerialVehicleManage unmannedAerialVehicleManage = GetComponent<UnmannedAerialVehicleManage>();
unmannedAerialVehicleManage.FillInTheData(weaponitemone);
break;
default:
break;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0afac659d8be281448f9ecd22f828b72
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using AdamThinkDevicesData;
/// <summary>
/// 激光火控平台
@ -12,10 +13,40 @@ public class LaserFireControlPlatformManger : MonoBehaviour
/// 所有激光火控平台
/// </summary>
public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
#region
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing = false;
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发的事件
/// </summary>
public event System.Action<bool> OnActivationChanged;
/// <summary>
/// 协程对象
/// </summary>
private Coroutine timerCoroutine;
/// <summary>
/// 定时器运行状态
/// </summary>
private bool isTimerRunning = false;
/// <summary>
/// 间隔时间
/// </summary>
public float interval = 5.0f;
#endregion
/// <summary>
/// 测试用
@ -63,8 +94,10 @@ public class LaserFireControlPlatformManger : MonoBehaviour
void Start()
{
laserFireControlPlatformMangers.Add(this);
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);//测试写入
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
//FillInTheData(weaponitemones);//测试写入
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
//生成激光
GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
_InnerLaserlineRenderer.transform.position = Vector3.zero;
@ -95,29 +128,45 @@ public class LaserFireControlPlatformManger : MonoBehaviour
{
}
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
Debug.Log("导条开启时调用");
}
else
{
Debug.Log("导条暂停时调用");
}
}
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(Weaponitemone weaponitemone)
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.data.Count; i++)
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone.data[i].para_name)
switch (weaponitemone[i].para_name)
{
case "储能间隔时间:":
StorageIntervalTime = weaponitemone.data[i].para_value;
StorageIntervalTime = weaponitemone[i].para_value;
break;
case "毁伤目标累积作用时间:":
CumulativeActionTimeOfDamageTarget = weaponitemone.data[i].para_value;
CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
break;
case "干扰距离:":
InterferenceDistance = weaponitemone.data[i].para_value;
InterferenceDistance = weaponitemone[i].para_value;
break;
case "干扰角度:":
InterferenceAngle = weaponitemone.data[i].para_value;
InterferenceAngle = weaponitemone[i].para_value;
break;
default:
break;

View File

@ -1,16 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
/// <summary>
/// 雷达控制
/// </summary>
public class RadarManger : MonoBehaviour
{
#region
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing = false;
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发的事件
/// </summary>
public event System.Action<bool> OnActivationChanged;
/// <summary>
/// 协程对象
/// </summary>
private Coroutine timerCoroutine;
/// <summary>
/// 定时器运行状态
/// </summary>
private bool isTimerRunning = false;
/// <summary>
/// 间隔时间
/// </summary>
public float interval = 5.0f;
#endregion
/// <summary>
/// 测试用
@ -81,19 +112,26 @@ public class RadarManger : MonoBehaviour
public string PitchBeamwidth;
#endregion
public float detectionRadius = 5f; // 检测范围半径
/// <summary>
/// 检测范围半径
/// </summary>
public float detectionRadius = 5f; //
/// <summary>
/// 批量标处理能力
/// </summary>
public int NumberOfProbes = 0;
// Start is called before the first frame update
void Start()
{
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
//FillInTheData(weaponitemones);
aniRandar = GetComponent<Animator>();
if (RadarUi == null)
{
CreateRadarUI();
}
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
//InvokeRepeating("RetrievalUAV", 1, 5);//测试用
}
@ -105,6 +143,58 @@ public class RadarManger : MonoBehaviour
}
}
#region
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
StartTimer();
}
else
{
StopTimer();
}
}
IEnumerator Timer()
{
while (true)
{
Debug.Log("Timer fired at: " + Time.time);
yield return new WaitForSeconds(interval); // 等待一段时间后继续执行
RetrievalUAV();
}
}
/// <summary>
/// 开启
/// </summary>
public void StartTimer()
{
if (timerCoroutine == null)
{
timerCoroutine = StartCoroutine(Timer());
isTimerRunning = true;
}
}
/// <summary>
/// 停止
/// </summary>
public void StopTimer()
{
if (timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
timerCoroutine = null;
isTimerRunning = false;
}
}
#endregion
/// <summary>
/// 生成雷达UI
@ -127,42 +217,44 @@ public class RadarManger : MonoBehaviour
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(Weaponitemone weaponitemone)
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.data.Count; i++)
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone.data[i].para_name)
switch (weaponitemone[i].para_name)
{
case "转台转速:":
TurntableSpeed = weaponitemone.data[i].para_value;
TurntableSpeed = weaponitemone[i].para_value;
RadarRotationSpeed(TurntableSpeed);
break;
case "探测距离:":
DetectionRange = weaponitemone.data[i].para_value;
DetectionRange = weaponitemone[i].para_value;
detectionRadius = float.Parse(DetectionRange)*1000;
break;
case "近盲区:":
NearBlindArea = weaponitemone.data[i].para_value;
NearBlindArea = weaponitemone[i].para_value;
break;
case "批量标处理能力:":
BatchStandardProcessingCapability = weaponitemone.data[i].para_value;
BatchStandardProcessingCapability = weaponitemone[i].para_value;
NumberOfProbes = int.Parse(BatchStandardProcessingCapability);
break;
case "探测成功率:":
DetectionSuccessRate = weaponitemone.data[i].para_value;
DetectionSuccessRate = weaponitemone[i].para_value;
break;
case "最小探测速度:":
MinimumDetectionVelocity = weaponitemone.data[i].para_value;
MinimumDetectionVelocity = weaponitemone[i].para_value;
break;
case "距离分辨率:":
RangeResolution = weaponitemone.data[i].para_value;
RangeResolution = weaponitemone[i].para_value;
break;
case "方位分辨率:":
AzimuthResolution = weaponitemone.data[i].para_value;
AzimuthResolution = weaponitemone[i].para_value;
break;
case "方位波束宽度:":
AzimuthBeamwidth = weaponitemone.data[i].para_value;
AzimuthBeamwidth = weaponitemone[i].para_value;
break;
case "俯仰波束宽度:":
PitchBeamwidth = weaponitemone.data[i].para_value;
PitchBeamwidth = weaponitemone[i].para_value;
break;
default:
break;
@ -193,19 +285,22 @@ public class RadarManger : MonoBehaviour
public void RetrievalUAV()
{
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
int number = 0;
foreach (Collider col in colliders)
{
if (col.transform.tag == "WRJ")
{
UnmannedAerialVehicle unmannedAerialVehicle = col.GetComponent<UnmannedAerialVehicle>();
if (unmannedAerialVehicle)
if (number>= NumberOfProbes)
if (unmannedAerialVehicle)
{
//Debug.Log("检测到无人机: " + col.name);
LaserFireControlPlatformManger laserFireControlPlatformManger = LaserFireControlPlatformManger.laserFireControlPlatformMangers.Find(x=>(x!=null&&x.isLasing==false));
if (laserFireControlPlatformManger&& !laserFireControlPlatformManger.isLasing)
{
number++;
laserFireControlPlatformManger.targetPoint = col.transform;
laserFireControlPlatformManger.Lasing();
}

View File

@ -0,0 +1,142 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 单机测试脚本
/// </summary>
public class SingleMachineTest : MonoBehaviour
{
/// <summary>
/// 无人机
/// </summary>
public List<UnmannedAerialVehicleManage> unmannedAerialVehicleManages = new List<UnmannedAerialVehicleManage>();
/// <summary>
/// 雷达控制
/// </summary>
public List<RadarManger> radarMangers = new List<RadarManger>();
/// <summary>
/// 激光火控平台
/// </summary>
public List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
/// <summary>
/// 地面无线电干扰控制
/// </summary>
public List<TerrestrialRadioInterferenceManger> terrestrialRadioInterferenceMangers = new List<TerrestrialRadioInterferenceManger>();
private Coroutine timerCoroutine; // 协程对象
private bool isTimerRunning = false; // 定时器运行状态
public float interval = 2.0f; // 间隔时间
/// <summary>
/// 测试用
/// </summary>
public string msg1;
/// <summary>
/// 测试接受数据
/// </summary>
private Weaponitemone weaponitemones1;
/// <summary>
/// 测试用
/// </summary>
public string msg2;
/// <summary>
/// 测试接受数据
/// </summary>
private Weaponitemone weaponitemones2;
/// <summary>
/// 测试用
/// </summary>
public string msg3;
/// <summary>
/// 测试接受数据
/// </summary>
private Weaponitemone weaponitemones3;
/// <summary>
/// 测试用
/// </summary>
public string msg4;
/// <summary>
/// 测试接受数据
/// </summary>
private Weaponitemone weaponitemones4;
void Start()
{
weaponitemones1 = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg1);
weaponitemones2 = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg2);
weaponitemones3 = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg3);
weaponitemones4 = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg4);
//unmannedAerialVehicleManages.ForEach(x => x.FillInTheData(weaponitemones1));
//radarMangers.ForEach(x => x.FillInTheData(weaponitemones2));
//laserFireControlPlatformMangers.ForEach(x => x.FillInTheData(weaponitemones3));
//terrestrialRadioInterferenceMangers.ForEach(x => x.FillInTheData(weaponitemones4));
// 开始协程
StartTimer();
}
void FixedUpdate()
{
// 按下空格键来切换定时器的运行状态
if (Input.GetKeyDown(KeyCode.Space))
{
if (isTimerRunning)
{
// 暂停定时器
Debug.Log("暂停定时器执行调用: " + Time.time);
StopTimer();
}
else
{
// 继续定时器
Debug.Log("继续定时器执行调用: " + Time.time);
StartTimer();
}
}
}
IEnumerator Timer()
{
while (true)
{
//Debug.Log("执行调用: " + Time.time);
yield return new WaitForSeconds(interval); // 等待一段时间后继续执行
}
}
/// <summary>
/// 启动演练
/// </summary>
void StartTimer()
{
if (timerCoroutine == null)
{
timerCoroutine = StartCoroutine(Timer());
isTimerRunning = true;
unmannedAerialVehicleManages.ForEach(x => x.isStartRehearsing = true);
radarMangers.ForEach(x => x.isStartRehearsing = true);
laserFireControlPlatformMangers.ForEach(x => x.isStartRehearsing = true);
terrestrialRadioInterferenceMangers.ForEach(x => x.isStartRehearsing = true);
}
}
/// <summary>
/// 暂停演练
/// </summary>
void StopTimer()
{
if (timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
timerCoroutine = null;
isTimerRunning = false;
unmannedAerialVehicleManages.ForEach(x => x.isStartRehearsing = false);
radarMangers.ForEach(x => x.isStartRehearsing = false);
laserFireControlPlatformMangers.ForEach(x => x.isStartRehearsing = false);
terrestrialRadioInterferenceMangers.ForEach(x => x.isStartRehearsing = false);
}
}
}

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@ -0,0 +1,11 @@
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executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -1,16 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
/// <summary>
/// 地面无线电干扰控制
/// </summary>
public class TerrestrialRadioInterferenceManger : MonoBehaviour
{
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing = false;
/// <summary>
/// 测试用
@ -46,13 +44,49 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
#endregion
public float detectionRadius = 5f; // 检测范围半径
#region
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发的事件
/// </summary>
public event System.Action<bool> OnActivationChanged;
/// <summary>
/// 协程对象
/// </summary>
private Coroutine timerCoroutine;
/// <summary>
/// 定时器运行状态
/// </summary>
private bool isTimerRunning = false;
/// <summary>
/// 间隔时间
/// </summary>
public float interval = 5.0f;
#endregion
// Start is called before the first frame update
void Start()
{
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);//测试写入
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
//FillInTheData(weaponitemones);//测试写入
//InvokeRepeating("RadioDisturbance", 1, 5);//测试用
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
}
// Update is called once per frame
@ -60,31 +94,85 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
{
}
#region
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
StartTimer();
}
else
{
StopTimer();
}
}
IEnumerator Timer()
{
while (true)
{
//Debug.Log("Timer fired at: " + Time.time);
yield return new WaitForSeconds(interval); // 等待一段时间后继续执行
RadioDisturbance();
}
}
/// <summary>
/// 开启
/// </summary>
public void StartTimer()
{
if (timerCoroutine == null)
{
timerCoroutine = StartCoroutine(Timer());
isTimerRunning = true;
}
}
/// <summary>
/// 停止
/// </summary>
public void StopTimer()
{
if (timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
timerCoroutine = null;
isTimerRunning = false;
}
}
#endregion
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(Weaponitemone weaponitemone)
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.data.Count; i++)
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone.data[i].para_name)
switch (weaponitemone[i].para_name)
{
case "干扰频率:":
InterferingFrequency = weaponitemone.data[i].para_value;
InterferingFrequency = weaponitemone[i].para_value;
interval= float.Parse(InterferingFrequency);
break;
case "干扰模式:":
InterferenceMode = weaponitemone.data[i].para_value;
InterferenceMode = weaponitemone[i].para_value;
break;
case "发射功率:":
TransmittedPower = weaponitemone.data[i].para_value;
TransmittedPower = weaponitemone[i].para_value;
break;
case "干扰角度:":
InterferenceAngle = weaponitemone.data[i].para_value;
InterferenceAngle = weaponitemone[i].para_value;
break;
case "干扰距离:":
InterferenceDistance = weaponitemone.data[i].para_value;
InterferenceDistance = weaponitemone[i].para_value;
detectionRadius = float.Parse(InterferenceDistance);
break;
default:
break;
@ -108,6 +196,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
if (unmannedAerialVehicle)
{
Debug.Log(col.name+"数据链通信频点...:" + unmannedAerialVehicle.dataLinkCommunicationFrequency);
if (unmannedAerialVehicle.dataLinkCommunicationFrequency == "" || InterferingFrequency == "") return;//无数据不执行
if(unmannedAerialVehicle.dataLinkCommunicationFrequency== InterferingFrequency)
{
Debug.Log("干扰...:"+ col.name + "成功。");

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using System.Linq;
/// <summary>
/// 无人机
@ -59,6 +60,11 @@ public class UnmannedAerialVehicle : MonoBehaviour
/// 是否正在攻击目标
/// </summary>
private bool isEngagedTarget = false;
/// <summary>
/// 爆炸预制体
/// </summary>
public GameObject explodePrefab;
// Start is called before the first frame update
void Start()
{
@ -68,17 +74,17 @@ public class UnmannedAerialVehicle : MonoBehaviour
// Update is called once per frame
void Update()
{
if (unmannedAerialVehicleManage)
if (unmannedAerialVehicleManage && unmannedAerialVehicleManage.isStartRehearsing)
{
switch (unmannedAerialVehicleManage.pattern)
{
case Pattern.:
break;
case Pattern.:
//AttackATarget();
AttackATarget();
break;
case Pattern.:
//AttackATarget();
AttackATarget();
break;
}
}
@ -91,16 +97,14 @@ public class UnmannedAerialVehicle : MonoBehaviour
{
if (!isEngagedTarget)
{
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
foreach (Collider col in colliders)
List<Collider> colliders = Physics.OverlapSphere(transform.position, detectionRadius).ToList(); // 检索范围内的所有碰撞体
List<Collider> colliders1 = colliders.FindAll(x => x.transform.tag == "AttackTarget");
if (colliders1.Count>0)
{
//Debug.Log("检测到Gongjimubiao: " + col.name);
if (col.transform.tag == "AttackTarget")
{
Debug.Log(col.transform.name);
AttAck(col.transform);
isEngagedTarget = true;
}
int _number= Random.Range(0, colliders1.Count-1);
isEngagedTarget = true;
Debug.Log(colliders1[_number].transform.name);
AttAck(colliders1[_number].transform);
}
}
}
@ -111,18 +115,30 @@ public class UnmannedAerialVehicle : MonoBehaviour
private void AttAck(Transform target)
{
Debug.Log("开始攻击目标..:" + target.name);
transform.DOLookAt(target.position, 0.1f).OnComplete(() => {
Vector3 _v3 = target.position;
transform.DOLookAt(_v3, 0.1f).OnComplete(() => {
float distance = Vector3.Distance(transform.position, target.position);
transform.DOMove(target.position, distance / FireSpeed);
transform.DOMove(target.position, distance / FireSpeed).SetEase(Ease.Linear).OnComplete(()=> {
if (!target)
{
BeAssaulted("没有攻击到目标");
}
});
});
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "AttackTarget")
{
// 销毁objectToDestroy对象
Destroy(transform.gameObject);
BeAssaulted("攻击到目标");
GameObject Bao = Instantiate(explodePrefab, other.transform);
Bao.transform.localPosition = Vector3.zero;
Bao.transform.SetParent(null);
Bao.SetActive(true);
Destroy(other.gameObject);
}
}
@ -134,10 +150,40 @@ public class UnmannedAerialVehicle : MonoBehaviour
{
switch (type) {
case "激光打击":
Destroy(gameObject);
GameObject Bao1 = Instantiate(explodePrefab, transform);
Bao1.transform.localPosition = Vector3.zero;
Bao1.transform.SetParent(null);
Bao1.SetActive(true);
DistroyThis();
Debug.Log("无人机被激光打击销毁了");
break;
case "无线电干扰":
Destroy(gameObject);
Vector3 _pos = transform.position - new Vector3(0, 30, 0);
transform.LookAt(_pos);
transform.DOMove(_pos, 1).OnComplete(() => {
GameObject Bao2 = Instantiate(explodePrefab, transform);
Bao2.transform.localPosition = Vector3.zero;
Bao2.transform.SetParent(null);
Bao2.SetActive(true);
DistroyThis();
});
Debug.Log("无人机被无线电干扰销毁了");
break;
case "攻击到目标":
GameObject Bao3 = Instantiate(explodePrefab, transform);
Bao3.transform.localPosition = Vector3.zero;
Bao3.transform.SetParent(null);
Bao3.SetActive(true);
DistroyThis();
Debug.Log("无人机自杀式攻击销毁了");
break;
case "没有攻击到目标":
GameObject Bao4 = Instantiate(explodePrefab, transform);
Bao4.transform.localPosition = Vector3.zero;
Bao4.transform.SetParent(null);
Bao4.SetActive(true);
DistroyThis();
Debug.Log("无人机自杀式销毁了");
break;
default:
break;
@ -146,11 +192,15 @@ public class UnmannedAerialVehicle : MonoBehaviour
}
void DistroyThis()
{
Destroy(gameObject);
}
void OnDestroy()
{
transform.DOKill();
Debug.Log("被销毁了");
//
}
}

View File

@ -1,7 +1,9 @@
using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
/// <summary>
/// 单个无人机蜂群控制
@ -10,10 +12,33 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
{
public static List<UnmannedAerialVehicleManage> unmannedAerialVehicleManages = new List<UnmannedAerialVehicleManage>();
#region
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing = false;
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发的事件
/// </summary>
public event System.Action<bool> OnActivationChanged;
/// <summary>
/// 间隔时间
/// </summary>
public float interval = 5.0f;
#endregion
/// <summary>
/// 状态
/// </summary>
@ -52,6 +77,15 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
/// 航线
/// </summary>
public GameObject airRoute;
/// <summary>
/// 已有路径
/// </summary>
public Queue<Vector3> positions=new Queue<Vector3>();
public Vector3 endPosition=new Vector3();
/// <summary>
/// 飞行速度
/// </summary>
public float FireSpeed = 20.0f;
#region
/// <summary>
/// 续航时间
@ -91,12 +125,11 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
void Start()
{
unmannedAerialVehicleManages.Add(this);
//Weaponitem weaponitem;
//weaponitem = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitem>(msg);
//weaponitems.Add(weaponitem);
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);//测试写入
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
//FillInTheData(weaponitemones);//测试写入
Formation(1);//默认阵型
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
}
// Update is called once per frame
@ -114,6 +147,13 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
}
}
}
if (isStartRehearsing && isStartRehearsing&&pattern == Pattern.)
{
if (airRoute)
{
StartMoveObjectAlongPath();
}
}
}
/// <summary>
@ -130,11 +170,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
break;
case 2:
pattern = Pattern.;
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
if (objectPlanner)
{
objectPlanner.StartMoveObjectAlongPath();
}
break;
default:
break;
@ -142,44 +178,66 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
}
#region
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
}
else
{
}
}
#endregion
#region
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(Weaponitemone weaponitemone)
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for(int i=0;i< weaponitemone.data.Count; i++)
for(int i=0;i< weaponitemone.Count; i++)
{
switch (weaponitemone.data[i].para_name) {
switch (weaponitemone[i].para_name) {
case "续航时间:":
batteryLife = weaponitemone.data[i].para_value;
batteryLife = weaponitemone[i].para_value;
break;
case "抗风等级:":
classificationWindResistance = weaponitemone.data[i].para_value;
classificationWindResistance = weaponitemone[i].para_value;
break;
case "最大飞行速度:":
maximumFlyingSpeed = weaponitemone.data[i].para_value;
maximumFlyingSpeed = weaponitemone[i].para_value;
FireSpeed = float.Parse(maximumFlyingSpeed);
break;
case "RCS":
RCS = weaponitemone.data[i].para_value;
RCS = weaponitemone[i].para_value;
break;
case "卫星定位频点:":
satellitePositioningFrequency = weaponitemone.data[i].para_value;
satellitePositioningFrequency = weaponitemone[i].para_value;
break;
case "数据链通信频点:":
dataLinkCommunicationFrequency = weaponitemone.data[i].para_value;
dataLinkCommunicationFrequency = weaponitemone[i].para_value;
break;
case "电子侦察能力:":
electronicReconnaissanceCapability = weaponitemone.data[i].para_value;
electronicReconnaissanceCapability = weaponitemone[i].para_value;
break;
case "光学侦察能力:":
opticalReconnaissanceCapability = weaponitemone.data[i].para_value;
opticalReconnaissanceCapability = weaponitemone[i].para_value;
break;
default:
break;
}
if(i== (weaponitemone.data.Count - 1))
if(i== (weaponitemone.Count - 1))
{
StartCoroutine(WeaponitemoneDataAddition());
}
@ -335,7 +393,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
{
objectPlanner.isPathCanBePlanned = true;
objectPlanner.lineRenderer.SetVertexCount(0);
Array.Clear(objectPlanner.positions, 0, objectPlanner.positions.Length);
positions.Clear();
}
}
else
@ -346,12 +404,36 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
if (objectPlanner)
{
objectPlanner.unmannedAerialVehicleManage = this;
objectPlanner.isPathCanBePlanned = true;
objectPlanner.SetSelectedObject(transform.gameObject);
}
}
}
private bool isMove = true;
/// <summary>
/// 按规划路径开始移动
/// </summary>
public void StartMoveObjectAlongPath()
{
if (isMove&&positions.Count > 0)
{
isMove = false;
StartCoroutine(MoveObjectAlongPath(positions.Dequeue())); // 启动协程,按规划的路线移动物体
}
}
IEnumerator MoveObjectAlongPath(Vector3 positions) // 协程:按路线移动物体
{
Vector3 targetPosition = positions + new Vector3(0, 10, 0);// 目标位置为当前顶点坐标
float _distance = Vector3.Distance(transform.position, targetPosition);
float _time = _distance / FireSpeed;
transform.LookAt(endPosition);
transform.DOMove(targetPosition, _time).SetEase(Ease.Linear);
yield return new WaitForSeconds(_time); // 等待一帧时间
isMove = true;
}
private void OnMouseEnter()
{