Merge branch 'master' of http://git.umayle.com:2023/yulong/NewN_UAVPlane
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@ -1149,7 +1149,7 @@ public class Scenariopage : MonoBehaviour
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aircraft.think_device_id = strlist[3];
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aircraft.para_name = laserlist[i].text;
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@ -2189,7 +2189,7 @@ public class Scenariopage : MonoBehaviour
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{
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Aircraft aircraft = new Aircraft();
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aircraft.para_unit = laserunitlists[i];
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aircraft.r1 = Laserunitlist[i].text;
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aircrafts.Add(aircraft);
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PrefabInstance:
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--- !u!157 &3
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LightmapSettings:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_Name
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@ -106459,7 +106474,7 @@ MonoBehaviour:
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m_PostInfinity: 2
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m_RotationOrder: 4
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randSeed: 1860173453
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minimumHeight: 0
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--- !u!114 &1820978574
|
||||
|
|
|
@ -86,6 +86,10 @@ public class DeviceManager : MonoSingleton<DeviceManager>
|
|||
data = data.Replace("send2room", "");
|
||||
Debug.LogError("设备..:" + data);
|
||||
string[] info = data.Split(',');
|
||||
foreach (string s in info)
|
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{
|
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Debug.LogError(s);
|
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}
|
||||
if (info.Length < 2) return;
|
||||
|
||||
EquipmentCommon equipmentCommon = devices.Find(x => x.deviceID == info[1]);
|
||||
|
|
|
@ -9,7 +9,7 @@ using Newtonsoft.Json.Linq;
|
|||
public static class InterfaceManager
|
||||
{
|
||||
|
||||
private static string _IP = "172.16.1.41";
|
||||
private static string _IP = "172.16.1.128";
|
||||
public static string IP
|
||||
{
|
||||
get { return _IP; }
|
||||
|
|
|
@ -64,7 +64,7 @@ public class EquipmentCommon : MonoBehaviour
|
|||
/// </summary>
|
||||
public GameObject explodePrefab;
|
||||
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
equipmentCommon = GetComponent<EquipmentCommon>();
|
||||
DeviceManager.Instance.devices.Add(this);
|
||||
|
|
|
@ -6,6 +6,9 @@ using AdamThinkDevicesData;
|
|||
using AdamSync;
|
||||
using Newtonsoft.Json;
|
||||
using static InterfaceManager;
|
||||
using DG.Tweening.Core.Easing;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// 激光火控平台
|
||||
|
@ -41,6 +44,14 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
/// <summary>
|
||||
/// 协程对象
|
||||
/// </summary>
|
||||
private Coroutine coroutinetime;
|
||||
/// <summary>
|
||||
/// 定时器运行状态
|
||||
/// </summary>
|
||||
private bool islaser = false;
|
||||
/// <summary>
|
||||
/// 协程对象
|
||||
/// </summary>
|
||||
private Coroutine timerCoroutine;
|
||||
/// <summary>
|
||||
/// 定时器运行状态
|
||||
|
@ -70,17 +81,28 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
/// 干扰角度
|
||||
/// </summary>
|
||||
public string InterferenceAngle;
|
||||
|
||||
/// <summary>
|
||||
/// 接收干扰距离
|
||||
/// </summary>
|
||||
public float Receivingdistance;
|
||||
/// <summary>
|
||||
/// 计时器
|
||||
/// </summary>
|
||||
public float timepiece = 5;
|
||||
#endregion
|
||||
|
||||
|
||||
|
||||
#region 激光
|
||||
/// <summary>
|
||||
/// 是否这在攻击无人机
|
||||
/// </summary>
|
||||
public bool isLasing = false;
|
||||
public bool isLasing = false;//判断看向无人机
|
||||
public bool isLasings = false;//判断时候需要攻击
|
||||
public GameObject LaserModer;
|
||||
public GameObject LaserPoint;
|
||||
public Transform targetPoint; // 锁定目标点的Transform组件
|
||||
private Transform Receivingposin;//激光武器打击无人机位置
|
||||
public GameObject InnerLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
|
||||
public GameObject OuterLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
|
||||
public LineRenderer InnerLaserlineRenderer; // 用于绘制射线的LineRenderer组件
|
||||
|
@ -94,11 +116,32 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
/// 爆炸预制体
|
||||
/// </summary>
|
||||
public GameObject explodePrefab;
|
||||
// Start is called before the first frame update
|
||||
/// <summary>
|
||||
/// 十字准星架视角
|
||||
/// </summary>
|
||||
public Camera Camera;
|
||||
/// <summary>
|
||||
/// 十字准星架视角UI显示
|
||||
/// </summary>
|
||||
public GameObject RawImage;
|
||||
/// <summary>
|
||||
/// 接收十字准星生成的界面
|
||||
/// </summary>
|
||||
public GameObject crosshair;
|
||||
/// <summary>
|
||||
/// 显示十字准星开关
|
||||
/// </summary>
|
||||
public bool Front = true;
|
||||
/// <summary>
|
||||
/// 点击空白处碰撞器
|
||||
/// </summary>
|
||||
public GameObject Detection;
|
||||
|
||||
void Start()
|
||||
{
|
||||
equipmentCommon = GetComponent<EquipmentCommon>();
|
||||
laserFireControlPlatformMangers.Add(this);
|
||||
Camera = transform.GetChild(1).GetComponent<Camera>();
|
||||
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
|
||||
//FillInTheData(weaponitemones);//测试写入
|
||||
// 订阅布尔值变化事件
|
||||
|
@ -113,6 +156,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
|
||||
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -131,25 +175,78 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
|
||||
void Update()
|
||||
{
|
||||
if (UIBootstrap.Instance.GetRoleByIDPracticeId(GlobalFlag.practiceSeatId) != "0"&&Input.GetMouseButtonDown(0))
|
||||
{
|
||||
if (!EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
Destroy(crosshair.gameObject);
|
||||
Front = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导条变化调用
|
||||
/// 开启暂停激光发射武器
|
||||
/// </summary>
|
||||
/// <param name="newValue"></param>
|
||||
void OnActivationChangedHandler(bool newValue)
|
||||
void OnActivationChangedHandler(bool bos)
|
||||
{
|
||||
if (newValue)
|
||||
if (bos)
|
||||
{
|
||||
Debug.Log("导条开启时调用");
|
||||
Debug.LogError("开启协程");
|
||||
starttimer();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("导条暂停时调用");
|
||||
Debug.LogError("暂停协程");
|
||||
stoptimer();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开启协程
|
||||
/// </summary>
|
||||
/// <exception cref="NotImplementedException"></exception>
|
||||
private void starttimer()
|
||||
{
|
||||
if (equipmentCommon.isPlayer && coroutinetime == null)
|
||||
{
|
||||
coroutinetime = StartCoroutine(Timer());
|
||||
islaser = true;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 关闭协程
|
||||
/// </summary>
|
||||
private void stoptimer()
|
||||
{
|
||||
if (equipmentCommon.isPlayer && coroutinetime != null)
|
||||
{
|
||||
StopCoroutine(coroutinetime);
|
||||
islaser = false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 协程
|
||||
/// </summary>
|
||||
IEnumerator Timer()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(timepiece);
|
||||
if (timepiece!=0)
|
||||
{
|
||||
Laserattack();
|
||||
}
|
||||
}
|
||||
}
|
||||
void LateUpdate()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region 创建场景激光发射
|
||||
|
||||
/// <summary>
|
||||
|
@ -164,12 +261,15 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
{
|
||||
case "储能间隔时间:":
|
||||
StorageIntervalTime = weaponitemone[i].para_value;
|
||||
timepiece = float.Parse(StorageIntervalTime);
|
||||
break;
|
||||
case "毁伤目标累积作用时间:":
|
||||
CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
|
||||
break;
|
||||
case "干扰距离:":
|
||||
InterferenceDistance = weaponitemone[i].para_value;
|
||||
|
||||
Receivingdistance = float.Parse(InterferenceDistance) * 1000;
|
||||
break;
|
||||
case "干扰角度:":
|
||||
InterferenceAngle = weaponitemone[i].para_value;
|
||||
|
@ -181,41 +281,100 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 发射激光
|
||||
/// 激光发起攻击
|
||||
/// </summary>
|
||||
public void Laserattack()
|
||||
{
|
||||
if (Receivingdistance > 0 && targetPoint!=null)
|
||||
{
|
||||
Collider[] colliders = Physics.OverlapSphere(transform.position, Receivingdistance);//检查是否在打击的范围内
|
||||
Debug.LogError("范围打击距离:" + Receivingdistance);
|
||||
for (int i = 0; i < colliders.Length; i++)
|
||||
{
|
||||
if (colliders[i].gameObject.tag == "WRJ")
|
||||
{
|
||||
UnmannedAerialVehicle unmannedAerialVehicle = null;
|
||||
if (colliders[i].GetComponent<UnmannedAerialVehicle>())
|
||||
{
|
||||
unmannedAerialVehicle = colliders[i].GetComponent<UnmannedAerialVehicle>();
|
||||
}
|
||||
if (unmannedAerialVehicle != null)
|
||||
{
|
||||
Vector3 Angle = unmannedAerialVehicle.transform.position - transform.position;
|
||||
float Angle1 = Vector3.Angle(Angle, transform.forward);
|
||||
Debug.LogError("角度大小:" + Angle1);
|
||||
if (float.Parse(InterferenceAngle) >= Angle1)
|
||||
{
|
||||
Debug.LogError("角度没有问题进来了" + InterferenceAngle);
|
||||
|
||||
if (Receivingposin==null)
|
||||
{
|
||||
Receivingposin = unmannedAerialVehicle.transform;
|
||||
Debug.LogError("接收无人机的位置" + Receivingposin.position);
|
||||
var nowData = GetSyncData();
|
||||
_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
|
||||
isLasings = true;
|
||||
CastRayAndRender();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 看向无人机
|
||||
/// </summary>
|
||||
public void Lasing()
|
||||
{
|
||||
if (targetPoint != null)
|
||||
{
|
||||
LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(()=> {
|
||||
Debug.Log("目标点位..:"+targetPoint.position);
|
||||
CastRayAndRender();
|
||||
LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(() =>
|
||||
{
|
||||
|
||||
isLasing = false;
|
||||
//CastRayAndRender();
|
||||
});
|
||||
var nowData = GetSyncData();
|
||||
_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
|
||||
//var nowData = GetSyncData();
|
||||
//_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("没有目标");
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 十字准星架视角
|
||||
/// </summary>
|
||||
public void Crosshair()
|
||||
{
|
||||
if (targetPoint != null)
|
||||
{
|
||||
Camera.transform.DOLookAt(targetPoint.position, 0.1f).SetEase(Ease.Linear);
|
||||
//isLasing = false;
|
||||
}
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 激光显示
|
||||
/// </summary>
|
||||
public void CastRayAndRender()
|
||||
{
|
||||
|
||||
if (InnerLaserlineRenderer)
|
||||
{
|
||||
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
|
||||
InnerLaserlineRenderer.SetPosition(1, Receivingposin.position); // 设置线段终点为目标点
|
||||
}
|
||||
if (OuterLaserlineRenderer)
|
||||
{
|
||||
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
|
||||
OuterLaserlineRenderer.SetPosition(1, Receivingposin.position); // 设置线段终点为目标点
|
||||
}
|
||||
StrikeDrone(targetPoint.transform);
|
||||
StrikeDrone(Receivingposin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -231,6 +390,46 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
StartCoroutine(LaserExtinction());
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 激光打击位置未打中
|
||||
/// </summary>
|
||||
public void Lasering()
|
||||
{
|
||||
if (targetPoint != null)
|
||||
{
|
||||
targetPoint.position = new Vector3(targetPoint.position.x + 5, targetPoint.position.y, transform.position.z);
|
||||
LaserModer.transform.DOLookAt(targetPoint.position, 0.5f);
|
||||
CastRayAndRender1();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 十字准星架为打中视角
|
||||
/// </summary>
|
||||
public void Crosshair1()
|
||||
{
|
||||
if (targetPoint != null)
|
||||
{
|
||||
targetPoint.position = new Vector3(targetPoint.position.x + 5, targetPoint.position.y, transform.position.z);
|
||||
Camera.transform.DOLookAt(targetPoint.position, 0.1f).SetEase(Ease.Linear);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 激光显示为打中
|
||||
/// </summary>
|
||||
public void CastRayAndRender1()
|
||||
{
|
||||
if (InnerLaserlineRenderer)
|
||||
{
|
||||
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
|
||||
}
|
||||
if (OuterLaserlineRenderer)
|
||||
{
|
||||
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
|
||||
}
|
||||
StartCoroutine(LaserExtinction());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁单体无人机
|
||||
|
@ -269,7 +468,8 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
WWWForm wWWForm = new WWWForm();
|
||||
wWWForm.AddField("data", uploadLogMainJson);
|
||||
Debug.Log(uploadLogMainJson);
|
||||
StartCoroutine(PostString(Url_Addpracticelog, wWWForm, data => {
|
||||
StartCoroutine(PostString(Url_Addpracticelog, wWWForm, data =>
|
||||
{
|
||||
Debug.Log(data);
|
||||
}));
|
||||
}
|
||||
|
@ -300,7 +500,7 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
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
|
||||
}
|
||||
isLasing = false;
|
||||
isLasings = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -312,8 +512,11 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
/// <returns></returns>
|
||||
protected string GetSyncData()
|
||||
{
|
||||
Debug.Log("目标点位..:" + targetPoint.position);
|
||||
return string.Format("{0},{1},{2},{3},{4}", "Lasing", equipmentCommon.deviceID, targetPoint.position.x, targetPoint.position.y, targetPoint.position.z);
|
||||
|
||||
Debug.Log("目标点位..:" + Receivingposin.position);
|
||||
return string.Format("{0},{1},{2},{3},{4}", "Lasing", equipmentCommon.deviceID, Receivingposin.position.x, Receivingposin.position.y, Receivingposin.position.z);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -322,8 +525,10 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
/// <param name="data"></param>
|
||||
public void NonSelfGeneratedEmissionLaser(string[] data)
|
||||
{
|
||||
//激光位置下发传递
|
||||
Vector3 vector3 = new Vector3(float.Parse(data[2]), float.Parse(data[3]), float.Parse(data[4]));
|
||||
LaserModer.transform.DOLookAt(vector3, 0.1f).OnComplete(() => {
|
||||
LaserModer.transform.DOLookAt(vector3, 0.1f).OnComplete(() =>
|
||||
{
|
||||
if (InnerLaserlineRenderer)
|
||||
{
|
||||
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
|
||||
|
@ -337,9 +542,31 @@ public class LaserFireControlPlatformManger : MonoBehaviour
|
|||
StartCoroutine(LaserExtinction());
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查鼠标是否进入物体
|
||||
/// </summary>
|
||||
public void OnMouseEnter()
|
||||
{
|
||||
if (UIBootstrap.Instance.GetRoleByIDPracticeId(GlobalFlag.practiceSeatId) != "0")
|
||||
{
|
||||
Transform Canvas = GameObject.Find("Canvas").transform;
|
||||
if (Canvas && Front)
|
||||
{
|
||||
crosshair = Instantiate(RawImage, Canvas);
|
||||
crosshair.transform.position = Camera.main.WorldToScreenPoint(transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 检查鼠标是否离开物体
|
||||
/// </summary>
|
||||
public void OnMouseExit()
|
||||
{
|
||||
Front = false;
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
Destroy(crosshair.gameObject);
|
||||
Destroy(InnerLaserlineRenderer.gameObject);
|
||||
Destroy(OuterLaserlineRenderer.gameObject);
|
||||
OnActivationChanged -= OnActivationChangedHandler;
|
||||
|
|
|
@ -136,7 +136,7 @@ public class RadarManger : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
RetrievalUAV();//看向无人机
|
||||
}
|
||||
#region 启动暂停
|
||||
/// <summary>
|
||||
|
@ -164,7 +164,7 @@ public class RadarManger : MonoBehaviour
|
|||
{
|
||||
//Debug.Log("Timer fired at: " + Time.time);
|
||||
yield return new WaitForSeconds(interval); // 等待一段时间后继续执行
|
||||
RetrievalUAV();
|
||||
//RetrievalUAV();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -175,11 +175,11 @@ public class RadarManger : MonoBehaviour
|
|||
{
|
||||
if (equipmentCommon.isPlayer && timerCoroutine == null)
|
||||
{
|
||||
timerCoroutine = StartCoroutine(Timer());
|
||||
//timerCoroutine = StartCoroutine(Timer());
|
||||
isTimerRunning = true;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// <summary>s
|
||||
/// 停止
|
||||
/// </summary>
|
||||
public void StopTimer()
|
||||
|
@ -293,8 +293,6 @@ public class RadarManger : MonoBehaviour
|
|||
var colliders2 = colliders.FindAll(x => x.tag == "WRJ");
|
||||
Mincamera.orthographicSize = detectionRadius;
|
||||
if (colliders2.Count > 0)
|
||||
{
|
||||
if (Random.value > (1 - float.Parse(DetectionSuccessRate)/100))
|
||||
{
|
||||
for (int i = 0; i < colliders2.Count; i++)
|
||||
{
|
||||
|
@ -305,8 +303,9 @@ public class RadarManger : MonoBehaviour
|
|||
if (laserFireControlPlatformManger)
|
||||
{
|
||||
laserFireControlPlatformManger.isLasing=true;
|
||||
Debug.Log(laserFireControlPlatformManger.transform.name + "攻击无人机: " + unmannedAerialVehicle.transform.name);
|
||||
//Debug.Log(laserFireControlPlatformManger.transform.name + "攻击无人机: " + unmannedAerialVehicle.transform.name);
|
||||
laserFireControlPlatformManger.targetPoint = unmannedAerialVehicle.transform;
|
||||
laserFireControlPlatformManger.Crosshair();
|
||||
laserFireControlPlatformManger.Lasing();
|
||||
}
|
||||
number++;
|
||||
|
@ -316,14 +315,16 @@ public class RadarManger : MonoBehaviour
|
|||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
if (UIBootstrap.Instance.GetRoleByIDPracticeId(GlobalFlag.practiceSeatId) != "0")
|
||||
{
|
||||
Debug.LogError("鼠标进入");
|
||||
RadarUi.transform.localScale = Vector3.one;
|
||||
Mincamera.transform.position = new Vector3(transform.position.x, 350, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseExit()
|
||||
{
|
||||
|
|
|
@ -10,6 +10,7 @@ using System;
|
|||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEditor.Experimental.GraphView;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
/// <summary>
|
||||
/// 地面无线电干扰控制
|
||||
|
@ -149,42 +150,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 把UI面板上的频率传给无线电
|
||||
/// </summary>
|
||||
public void Interference(int nubmer)
|
||||
{
|
||||
switch (nubmer)
|
||||
{
|
||||
case 0:
|
||||
InterferingFrequency = "1227.60 MHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
case 1:
|
||||
InterferingFrequency = "1381.05 MHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
case 2:
|
||||
InterferingFrequency = "1575.42 MHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
case 3:
|
||||
InterferingFrequency = "2GHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
case 4:
|
||||
InterferingFrequency = "4GHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
case 5:
|
||||
InterferingFrequency = "5GHz";
|
||||
Debug.LogError(InterferingFrequency);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
#region 启动暂停
|
||||
/// <summary>
|
||||
/// 导条变化调用
|
||||
|
@ -363,19 +329,11 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
|||
if (InterferenceMode == "驱离" && unmannedAerialVehicleManage != null)
|
||||
{
|
||||
Debug.LogError("驱离");
|
||||
//unmannedAerialVehicle.transform.DOKill();
|
||||
//Vector3 trans = unmannedAerialVehicleManage.transform.position;
|
||||
//unmannedAerialVehicleManage.modeSwitch(0);
|
||||
|
||||
unmannedAerialVehicleManage.transform.DOKill();
|
||||
unmannedAerialVehicleManage.transform.LookAt(new Vector3(-500, 160, 1650));
|
||||
unmannedAerialVehicleManage.transform.DOMove(new Vector3(-500, 160, 1650), 60);
|
||||
//unmannedAerialVehicle.transform.DOKill();
|
||||
//Debug.LogError(unmannedAerialVehicle.name);
|
||||
//unmannedAerialVehicle.transform.parent = null;
|
||||
//unmannedAerialVehicle.transform.Translate(Vector3.forward * speed * Time.deltaTime);
|
||||
//unmannedAerialVehicleManage.transform.position = trans;
|
||||
//unmannedAerialVehicleManage.transform.position = Vector3.Lerp(unmannedAerialVehicleManage.transform.position, new Vector3(-500, 160, 1650), speed * Time.deltaTime);
|
||||
////unmannedAerialVehicle.transform.position = Vector3.Lerp(unmannedAerialVehicle.transform.position, new Vector3(-500, 160, 1650), speed * Time.deltaTime);
|
||||
unmannedAerialVehicleManage.transform.LookAt(new Vector3(-500, 160, 1600));
|
||||
unmannedAerialVehicleManage.transform.DOMove(new Vector3(-500, 160, 1600), 60);
|
||||
|
||||
}
|
||||
else if (InterferenceMode == "迫降" && unmannedAerialVehicleManage != null)
|
||||
{
|
||||
|
@ -389,12 +347,11 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
|||
if (hit.distance > 1f)
|
||||
{
|
||||
Debug.LogError(hit.distance);
|
||||
//unmannedAerialVehicle.transform.parent = null;
|
||||
//unmannedAerialVehicleManage.transform.Translate(Vector3.down * speed * Time.deltaTime);
|
||||
|
||||
hit.point = new Vector3(hit.point.x, hit.point.y + 3, hit.point.z);
|
||||
//unmannedAerialVehicleManage.transform.LookAt(hit.point);
|
||||
|
||||
unmannedAerialVehicleManage.transform.DOMove(hit.point, 6);
|
||||
//unmannedAerialVehicleManage.transform.position = Vector3.Lerp(unmannedAerialVehicleManage.transform.position, hit.point, speed * Time.deltaTime);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -414,7 +371,7 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
|||
if (unmannedAerialVehicleManage != null)
|
||||
{
|
||||
Vector3 one = unmannedAerialVehicleManage.transform.position - transform.position;
|
||||
float angue = Vector3.Angle(transform.forward, one);
|
||||
float angue = Vector3.Angle(one, transform.forward);
|
||||
if (float.Parse(InterferenceAngle) >= angue)
|
||||
{
|
||||
//unmannedAerialVehicleManage.transform.DOKill();
|
||||
|
@ -425,9 +382,10 @@ public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
//unmannedAerialVehicle.transform.DOKill();
|
||||
|
||||
Debug.LogError("目标没有出现在范围里面");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -247,7 +247,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
|
|||
List<Collider> colliders1 = new List<Collider>();
|
||||
for (int i = 0; i < colliders.Count; i++)
|
||||
{
|
||||
if (colliders[i].transform.tag == "AttackTarget" || colliders[i].transform.tag== "AttackTarget1")
|
||||
if (colliders[i].transform.tag == "AttackTarget")
|
||||
colliders1.Add(colliders[i]);
|
||||
}
|
||||
if (colliders1.Count > 0)
|
||||
|
|
Loading…
Reference in New Issue