修改数据格式,添加接受逻辑
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@ -17,10 +17,10 @@ public class GameManager : MonoBehaviour
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public TenkokuModule tenkokuModule;
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public System.Collections.Generic.List<ModelInfo> modelsInfo = new System.Collections.Generic.List<ModelInfo>();
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public Transform dviceContent;
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public GameObject wrjDrag;
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public GameObject ldDrag;
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public GameObject hpDrag;
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public GameObject wxdDrag;
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public DragController wrjDrag;
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public DragController ldDrag;
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public DragController hpDrag;
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public DragController wxdDrag;
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public GameObject Teacher;
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public GameObject student;
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// Start is called before the first frame update
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@ -55,8 +55,8 @@ public class GameManager : MonoBehaviour
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{
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for (int i = 0; i < UIBootstrap.Instance.GetDeviceByName("蜂群无人机").device_count; i++)
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{
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GameObject wrj = Instantiate(wrjDrag, dviceContent);
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wrj.GetComponent<DragController>().deviceID = UIBootstrap.Instance.GetDeviceByName("蜂群无人机").id;
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DragController wrj = Instantiate(wrjDrag, dviceContent);
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wrj.deviceID = UIBootstrap.Instance.GetDeviceByName("蜂群无人机").id;
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}
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}
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}
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@ -67,24 +67,24 @@ public class GameManager : MonoBehaviour
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{
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for (int i = 0; i < UIBootstrap.Instance.GetDeviceByName("探测雷达").device_count; i++)
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{
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GameObject ld = Instantiate(ldDrag, dviceContent);
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ld.GetComponent<DragController>().deviceID = UIBootstrap.Instance.GetDeviceByName("探测雷达").id;
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DragController ld = Instantiate(ldDrag, dviceContent);
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ld.deviceID = UIBootstrap.Instance.GetDeviceByName("探测雷达").id;
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}
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}
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if (UIBootstrap.Instance.GetDeviceByName("激光火控平台").device_count > 0)
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{
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for (int i = 0; i < UIBootstrap.Instance.GetDeviceByName("激光火控平台").device_count; i++)
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{
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GameObject hp = Instantiate(hpDrag, dviceContent);
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hp.GetComponent<DragController>().deviceID = UIBootstrap.Instance.GetDeviceByName("激光火控平台").id;
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DragController hp = Instantiate(hpDrag, dviceContent);
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hp.deviceID = UIBootstrap.Instance.GetDeviceByName("激光火控平台").id;
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}
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}
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if (UIBootstrap.Instance.GetDeviceByName("地面无线电干扰").device_count > 0)
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{
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for (int i = 0; i < UIBootstrap.Instance.GetDeviceByName("地面无线电干扰").device_count; i++)
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{
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GameObject wxd = Instantiate(wxdDrag, dviceContent);
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wxd.GetComponent<DragController>().deviceID = UIBootstrap.Instance.GetDeviceByName("地面无线电干扰").id;
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DragController wxd = Instantiate(wxdDrag, dviceContent);
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wxd.deviceID = UIBootstrap.Instance.GetDeviceByName("地面无线电干扰").id;
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}
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}
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}
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@ -112,6 +112,7 @@ public class GameManager : MonoBehaviour
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yield return new WaitForSeconds(0.5f);
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Debug.Log(msg);
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string[] data = msg.Split(',');
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switch (data[0])
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{
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case "online":
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@ -131,6 +132,20 @@ public class GameManager : MonoBehaviour
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{
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UnmannedAerialVehicleManage.unmannedAerialVehicleManages[i].isStartRehearsing = true;
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}
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break;
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case "无人机List":
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GameObject wrj = Instantiate(wrjDrag.model);
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wrj.transform.position = new Vector3(float.Parse(data[1]), float.Parse(data[2]), float.Parse(data[3]));
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wrj.transform.eulerAngles = new Vector3(float.Parse(data[4]), float.Parse(data[5]), float.Parse(data[6]));
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break;
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case "地面无线电干扰":
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break;
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case "探测雷达":
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break;
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case "激光火控平台":
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break;
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case "Stop":
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GlobalFlag.isStartRehearsing = false;
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@ -37,7 +37,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// 布尔值变化时触发的事件
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/// </summary>
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public event System.Action<bool> OnActivationChanged;
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/// <summary>
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/// 间隔时间
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/// </summary>
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@ -58,7 +58,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// 设备通用脚本
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/// </summary>
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private Weaponitemone weaponitemones;
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/// <summary>
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/// 无人机预制体
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/// </summary>
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@ -83,14 +83,14 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// <summary>
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/// 已有路径
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/// </summary>
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public Queue<Vector3> positions=new Queue<Vector3>();
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public Vector3 endPosition=new Vector3();
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public Queue<Vector3> positions = new Queue<Vector3>();
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public Vector3 endPosition = new Vector3();
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/// <summary>
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/// 飞行速度
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/// </summary>
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public float FireSpeed = 20.0f;
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#region 无人机数据
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/// <summary>
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@ -137,7 +137,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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Formation(1);//默认阵型
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// 订阅布尔值变化事件
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OnActivationChanged += OnActivationChangedHandler;
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}
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// Update is called once per frame
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@ -155,7 +155,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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}
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}
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}
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if (isStartRehearsing && isStartRehearsing&&pattern == Pattern.攻击)
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if (isStartRehearsing && isStartRehearsing && pattern == Pattern.攻击)
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{
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if (airRoute)
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{
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@ -169,7 +169,8 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// </summary>
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public void modeSwitch(int patternCut)
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{
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switch (patternCut) {
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switch (patternCut)
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{
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case 0://待机
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pattern = Pattern.待机;
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break;
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@ -178,7 +179,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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break;
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case 2:
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pattern = Pattern.攻击;
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break;
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default:
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break;
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@ -195,16 +196,16 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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{
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if (newValue)
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{
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}
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else
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{
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}
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}
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#endregion
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#region 数据写入
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@ -216,13 +217,14 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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{
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if (equipmentCommon)
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{
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string msg = $"send2room {equipmentCommon.equipmentType}+{transform.position.ToString().Replace(" ","")}+{transform.eulerAngles.ToString().Replace(" ", "")}";
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string msg = $"send2room {equipmentCommon.equipmentType}+{transform.position.ToString().Replace(" ", "")}+{transform.eulerAngles.ToString().Replace(" ", "").Replace("(", "").Replace(")", "")}";
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Debug.Log(msg);
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_ = SyncCreateRoom.SendMessageAsync(msg);
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}
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for (int i=0;i< weaponitemone.Count; i++)
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for (int i = 0; i < weaponitemone.Count; i++)
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{
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switch (weaponitemone[i].para_name) {
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switch (weaponitemone[i].para_name)
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{
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case "续航时间:":
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batteryLife = weaponitemone[i].para_value;
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break;
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@ -251,7 +253,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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default:
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break;
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}
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if(i== (weaponitemone.Count - 1))
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if (i == (weaponitemone.Count - 1))
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{
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StartCoroutine(WeaponitemoneDataAddition());
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}
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@ -265,7 +267,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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IEnumerator WeaponitemoneDataAddition()
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{
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yield return new WaitForSeconds(0.1f);
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for(int i=0;i< unmannedAerialVehicles.Count; i++)
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for (int i = 0; i < unmannedAerialVehicles.Count; i++)
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{
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unmannedAerialVehicles[i].batteryLife = batteryLife;
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unmannedAerialVehicles[i].classificationWindResistance = classificationWindResistance;
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@ -287,7 +289,8 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// <param name="number"></param>
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public void Formation(int number)
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{
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switch (number) {
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switch (number)
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{
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case 1:
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GenerateFormation();
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break;
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@ -369,8 +372,8 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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{
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Debug.Log("cols..:" + cols);
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Debug.Log("rows..:" + rows);
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box.center = new Vector3(cols-1, 0, -(rows-1));
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box.size = new Vector3(cols*2, 1, 2 * rows);
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box.center = new Vector3(cols - 1, 0, -(rows - 1));
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box.size = new Vector3(cols * 2, 1, 2 * rows);
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}
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}
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@ -431,7 +434,7 @@ public class UnmannedAerialVehicleManage : MonoBehaviour
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/// </summary>
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public void StartMoveObjectAlongPath()
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{
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if (isMove&&positions.Count > 0)
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if (isMove && positions.Count > 0)
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{
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isMove = false;
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StartCoroutine(MoveObjectAlongPath(positions.Dequeue())); // 启动协程,按规划的路线移动物体
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