添加设备和修改

This commit is contained in:
yulong 2023-12-25 17:47:18 +08:00
parent 4ed7305a6f
commit 4a4a35c9c7
25 changed files with 18701 additions and 221 deletions

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172.16.1.41:48888

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using AdamThinkDevicesData;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Microwaveweapon : MonoBehaviour
{
public EquipmentCommon equipment;
#region
/// <summary>
/// 储能间隔时间
/// </summary>
public string Storageintervaltime;
/// <summary>
/// 毁伤目标累计作用时间
/// </summary>
public string Microwavedamagetime;
/// <summary>
/// 干扰距离
/// </summary>
public string Microwaveinterferencedistance;
/// <summary>
/// 干扰角度
/// </summary>
public string MicrowaveinterferenceAngle;
#endregion
private bool _isStartRehearsing = false;
/// <summary>
/// 是否演练开关
/// </summary>
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
public event System.Action<bool> OnActivationChanged;
void Start()
{
equipment = GetComponent<EquipmentCommon>();
OnActivationChanged += OnActivationChangedHandler;
}
/// <summary>
/// 演练是否开始开关
/// </summary>
void OnActivationChangedHandler(bool bol)
{
if (bol)
{
Debug.Log("开始演练");
}
else
{
Debug.Log("暂停演练");
}
}
/// <summary>
/// 获取设备的参数
/// </summary>
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone[i].para_name)
{
case "储能间隔时间:":
Storageintervaltime = weaponitemone[i].para_value;
break;
case "毁伤目标累积作用时间:":
Microwavedamagetime = weaponitemone[i].para_value;
break;
case "干扰距离:":
Microwaveinterferencedistance = weaponitemone[i].para_value;
break;
case "干扰角度:":
MicrowaveinterferenceAngle = weaponitemone[i].para_value;
break;
default:
break;
}
}
}
void Update()
{
}
private void OnDestroy()
{
OnActivationChanged -= OnActivationChangedHandler;
}
}

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using AdamThinkDevicesData;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class Spectrumdetection : MonoBehaviour
{
public EquipmentCommon EquipmentCommon;
#region
/// <summary>
/// 探测距离
/// </summary>
public string Detectionrange;
/// <summary>
/// 批目标处理能力
/// </summary>
public string Batchcapacity;
/// <summary>
/// 探测成功率
/// </summary>
public string Detectionsuccessrate;
/// <summary>
/// 探测响应时间
/// </summary>
public string Responsetime;
/// <summary>
/// 测向精度
/// </summary>
public string Directionfindingaccuracy;
/// <summary>
/// 最小探测速度
/// </summary>
public string Minimumdetectionvelocity;
#endregion
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在演练
/// </summary>
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发时间
/// </summary>
public event System.Action<bool> OnActivationChanged;
void Start()
{
EquipmentCommon = GetComponent<EquipmentCommon>();
OnActivationChanged += OnActivationChangedHandler;
}
/// <summary>
/// 演习是否启动
/// </summary>
void OnActivationChangedHandler(bool bol)
{
if (bol)
{
Debug.Log("开始演练");
}
else
{
Debug.Log("结束演练");
}
}
/// <summary>
/// 读取设备参数
/// </summary>
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone[i].para_name)
{
case "探测距离:":
Detectionrange = weaponitemone[i].para_value;
break;
case "批目标处理能力:":
Batchcapacity = weaponitemone[i].para_value;
break;
case "探测成功率:":
Detectionsuccessrate = weaponitemone[i].para_value;
break;
case "探测响应时间:":
Responsetime = weaponitemone[i].para_value;
break;
case "测向精度:":
Directionfindingaccuracy = weaponitemone[i].para_value;
break;
case "最小探测速度:":
Minimumdetectionvelocity = weaponitemone[i].para_value;
break;
default:
break;
}
}
}
void Update()
{
}
private void OnDestroy()
{
OnActivationChanged -= OnActivationChangedHandler;
}
}

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View File

@ -230,6 +230,12 @@ public class GameManager : MonoSingleton<GameManager>
case "激光火控平台":
SpawnDevice(hpDrag.prefabItem, data);
break;
case "频谱探测":
SpawnDevice(ppDrag.prefabItem, data);
break;
case "微波武器":
SpawnDevice(wbDrag.prefabItem, data);
break;
case "Stop":
GlobalFlag.isStartRehearsing = false;
for (int i = 0; i < DeviceManager.Instance.devices.Count; i++)
@ -313,6 +319,12 @@ public class GameManager : MonoSingleton<GameManager>
case "激光火控平台":
SpawnDevice(hpDrag.prefabItem, deviceData.data[i]);
break;
case "频谱探测":
SpawnDevice(ppDrag.prefabItem,deviceData.data[i]);
break;
case "微波武器":
SpawnDevice(wbDrag.prefabItem, deviceData.data[i]);
break;
}
}
}

View File

@ -104,6 +104,14 @@ public class EquipmentCommon : MonoBehaviour
UnmannedAerialVehicleManage unmannedAerialVehicleManage = GetComponent<UnmannedAerialVehicleManage>();
unmannedAerialVehicleManage.isStartRehearsing = isStartRehearsing;
break;
case "频谱探测":
Spectrumdetection spectrumdetection = GetComponent<Spectrumdetection>();
spectrumdetection.isStartRehearsing = isStartRehearsing;
break;
case "微波武器":
Microwaveweapon microwaveweapon= GetComponent<Microwaveweapon>();
microwaveweapon.isStartRehearsing = isStartRehearsing;
break;
default:
break;
}
@ -155,6 +163,14 @@ public class EquipmentCommon : MonoBehaviour
UnmannedAerialVehicleManage unmannedAerialVehicleManage = GetComponent<UnmannedAerialVehicleManage>();
unmannedAerialVehicleManage.FillInTheData(weaponitemone);
break;
case "频谱探测":
Spectrumdetection spectrumdetection = GetComponent<Spectrumdetection>();
spectrumdetection.FillInTheData(weaponitemone);
break;
case "微波武器":
Microwaveweapon microwaveweapon = GetComponent<Microwaveweapon>();
microwaveweapon.FillInTheData(weaponitemone);
break;
default:
break;
}

View File

@ -122,9 +122,9 @@ public class LaserFireControlPlatformManger : MonoBehaviour
OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
OuterLaserlineRenderer.positionCount = 2;// 设置线段的端点数量为2
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position);// 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position);// 设置线段终点为目标点
}
}

View File

@ -229,7 +229,7 @@ public class RadarManger : MonoBehaviour
break;
case "探测距离:":
DetectionRange = weaponitemone[i].para_value;
detectionRadius = float.Parse(DetectionRange)*1000;
detectionRadius = float.Parse(DetectionRange)*100;
break;
case "近盲区:":
NearBlindArea = weaponitemone[i].para_value;

View File

@ -90,11 +90,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
/// 地面的图层
/// </summary>
public LayerMask ground;
/// <summary>
/// 驱离返回坐标
/// </summary>
[SerializeField]
public Transform backtransform;
void Start()
{

View File

@ -242,7 +242,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
for (int i = 0; i < colliders.Count; i++)
{
if (colliders[i].transform.tag == "AttackTarget")
colliders1.Add(colliders[i]);
colliders1.Add(colliders[i]);
}
if (colliders1.Count > 0)
{