添加设备和修改
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m_Bottom: 0
|
||||
|
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|||
m_AnchorMin: {x: 0.5, y: 1}
|
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: 0.000015258789}
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||||
m_Pivot: {x: 0.5, y: 1}
|
||||
--- !u!222 &2371850406196654679
|
||||
CanvasRenderer:
|
||||
|
|
|
@ -1 +1 @@
|
|||
192.168.1.4:48888
|
||||
172.16.1.41:48888
|
|
@ -1 +1 @@
|
|||
192.168.1.4
|
||||
172.16.1.41
|
|
@ -0,0 +1,99 @@
|
|||
using AdamThinkDevicesData;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Microwaveweapon : MonoBehaviour
|
||||
{
|
||||
public EquipmentCommon equipment;
|
||||
#region 微波武器
|
||||
/// <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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ee3a31c90ce00c74dbd8ec618b1986fc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,116 @@
|
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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 频谱探测的参数
|
||||
/// <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
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{
|
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get { return _isStartRehearsing; }
|
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set
|
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{
|
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if (_isStartRehearsing != value)
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{
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_isStartRehearsing = value;
|
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OnActivationChanged?.Invoke(_isStartRehearsing);
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}
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}
|
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}
|
||||
/// <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
|
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/// </summary>
|
||||
void OnActivationChangedHandler(bool bol)
|
||||
{
|
||||
if (bol)
|
||||
{
|
||||
Debug.Log("开始演练");
|
||||
}
|
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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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue