重点打击
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@ -1,6 +1,10 @@
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using AdamSync;
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using System;
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using System.Collections.Generic;
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using System.Security.Permissions;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>
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/// 重点保护目标
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@ -44,11 +48,91 @@ public class HighPriorityTarget : MonoBehaviour
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/// 损坏模型
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/// </summary>
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public GameObject ModerDamage;
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/// <summary>
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/// 调节频率面板
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/// </summary>
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public Image regulate;
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/// <summary>
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/// 关闭频率面板
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/// </summary>
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public Button buttonreg;
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/// <summary>
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/// 频率选择
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/// </summary>
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public Toggle toggle1;
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public Toggle toggle2;
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public Toggle toggle3;
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public Toggle toggle4;
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public Toggle toggle5;
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public Toggle toggle6;
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public Toggle toggle7;
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/// <summary>
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/// 接收的字段
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/// </summary>
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public string frequency;
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// Start is called before the first frame update
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void Start()
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{
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HighPriorityTargets.Add(this);
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Number = HighPriorityTargets.Count.ToString();
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buttonreg.onClick.AddListener(() =>
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{
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regulate.gameObject.SetActive(false);
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});
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Interferencefrequency();
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}
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private void Interferencefrequency()
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{
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toggle1.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "HUF";
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}
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});
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toggle2.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "L";
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}
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});
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toggle3.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "S";
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}
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});
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toggle4.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "C";
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}
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});
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toggle5.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "X";
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}
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});
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toggle6.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "Ku";
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}
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});
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toggle7.onValueChanged.AddListener((ison) =>
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{
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if (ison)
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{
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frequency = "Ka";
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}
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});
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}
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// Update is called once per frame
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@ -56,6 +140,22 @@ public class HighPriorityTarget : MonoBehaviour
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{
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if (Camera.main)
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KeyObjectiveUI.transform.LookAt(Camera.main.transform);
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if (UIBootstrap.Instance.GetRoleByIDPracticeId(GlobalFlag.practiceSeatId) != "0"&&Input.GetMouseButtonDown(0))
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (EventSystem.current.IsPointerOverGameObject())
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{
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return;
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}
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if (Physics.Raycast(ray,out hit,1000))
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{
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if (hit.collider.gameObject.tag== "AttackTarget" &&hit.transform.GetComponent<HighPriorityTarget>())
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{
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regulate.gameObject.SetActive(true);
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}
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}
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}
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}
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/// <summary>
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