模型功能提交
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@ -32,8 +32,8 @@ Material:
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- _dispStrength: 1
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- _dispStrength: 1
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- _overBright: 1
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- _overBright: 1
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m_Colors:
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- _AmbientTint: {r: 1, g: 1, b: 1, a: 1}
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- _AmbientTint: {r: 0, g: 0, b: 0, a: 1}
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- _Color: {r: 0.5, g: 0.49803922, b: 0.49215686, a: 0.2}
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- _Color: {r: 0.25, g: 0.25, b: 0.25, a: 0.040000003}
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- _GlowColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
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- _GlowColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
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- _PrimaryTint: {r: 1, g: 1, b: 1, a: 1}
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- _PrimaryTint: {r: 1, g: 1, b: 1, a: 1}
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- _TintColor: {r: 1, g: 1, b: 1, a: 1}
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- _TintColor: {r: 1, g: 1, b: 1, a: 1}
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@ -1,5 +1,5 @@
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@ -0,0 +1,72 @@
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--- !u!1107 &-7660827273267035935
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--- !u!1102 &-2224071843181215310
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m_TimeParameter:
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--- !u!91 &9100000
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AnimatorController:
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m_PrefabInstance: {fileID: 0}
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m_Name: LeiDa
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serializedVersion: 5
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m_Name: Base Layer
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@ -0,0 +1,8 @@
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Load Diff
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@ -0,0 +1,8 @@
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@ -0,0 +1,72 @@
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--- !u!91 &9100000
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: LeiDaUI
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serializedVersion: 5
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m_Name: Base Layer
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--- !u!1107 &1858541072987335413
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--- !u!1102 &6410330202605507454
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--- !u!74 &7400000
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|
@ -1,4 +1,4 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
@ -319,7 +319,7 @@ public class Devuce
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public int r1 { get; set; }
|
public int r1 { get; set; }
|
||||||
}
|
}
|
||||||
|
[System.Serializable]
|
||||||
public class DataItem1
|
public class DataItem1
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -351,7 +351,7 @@ public class DataItem1
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public string r3 { get; set; }
|
public string r3 { get; set; }
|
||||||
}
|
}
|
||||||
|
[System.Serializable]
|
||||||
public class Weaponitem
|
public class Weaponitem
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,7 @@
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|
fileFormatVersion: 2
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userData:
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assetBundleVariant:
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|
@ -1,4 +1,4 @@
|
||||||
using HighlightingSystem;
|
using HighlightingSystem;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
|
@ -21,7 +21,7 @@ public class TapGesture : MonoBehaviour
|
||||||
public bool debug;
|
public bool debug;
|
||||||
private RaycastHit _result = new RaycastHit();
|
private RaycastHit _result = new RaycastHit();
|
||||||
private Ray _ray;
|
private Ray _ray;
|
||||||
private LayerMask _layerMask = Physics.DefaultRaycastLayers;
|
public LayerMask _layerMask = Physics.DefaultRaycastLayers;
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
@ -89,7 +89,7 @@ public class TapGesture : MonoBehaviour
|
||||||
{
|
{
|
||||||
RaycastHit result = new RaycastHit();
|
RaycastHit result = new RaycastHit();
|
||||||
if (worldPosition == true) position = _camera.WorldToScreenPoint(position);
|
if (worldPosition == true) position = _camera.WorldToScreenPoint(position);
|
||||||
//Raycast(position, out result);
|
Raycast(position, out result);
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
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|
|
|
@ -0,0 +1,8 @@
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|
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|
guid: 5275900772245af4fb4688cbd83776b0
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@ -0,0 +1,107 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 无人机规划路径
|
||||||
|
/// </summary>
|
||||||
|
public class ObjectPlanner : MonoBehaviour
|
||||||
|
{
|
||||||
|
public bool isPathCanBePlanned = false;//是否可以规划路径
|
||||||
|
public Camera camera; // Orthographic相机
|
||||||
|
public GameObject selectedObject; // 被选择的物体
|
||||||
|
public LineRenderer lineRenderer; // 用于绘制路线的线条
|
||||||
|
private bool isPlanning = false; // 是否正在规划路线
|
||||||
|
public Vector3[] positions;//已有路径
|
||||||
|
/// <summary>
|
||||||
|
/// 飞行速度
|
||||||
|
/// </summary>
|
||||||
|
public float FireSpeed = 20.0f;
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (camera == null)
|
||||||
|
camera = Camera.main;
|
||||||
|
lineRenderer = GetComponent<LineRenderer>(); // 获取LineRenderer组件
|
||||||
|
|
||||||
|
// 设置线条材质和宽度
|
||||||
|
//lineRenderer.material = new Material(Shader.Find("Sprites/Default")); // 设置线条材质
|
||||||
|
lineRenderer.startWidth = 10f; // 设置线条起始宽度
|
||||||
|
lineRenderer.endWidth =10f; // 设置线条结束宽度
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (isPathCanBePlanned)
|
||||||
|
{
|
||||||
|
if (Input.GetMouseButtonDown(1)) // 检测鼠标左键是否按下
|
||||||
|
{
|
||||||
|
Ray ray = camera.ScreenPointToRay(Input.mousePosition); // 从相机发射一条射线
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit)) // 检测是否射中物体
|
||||||
|
{
|
||||||
|
if (selectedObject != null && !isPlanning) // 如果已选择物体并且没有正在规划路线
|
||||||
|
{
|
||||||
|
isPlanning = true; // 标记为正在规划路线
|
||||||
|
|
||||||
|
lineRenderer.positionCount = 1; // 设置线条的起点
|
||||||
|
lineRenderer.SetPosition(0, selectedObject.transform.position);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isPlanning && Input.GetMouseButton(1)) // 如果正在规划路线并且鼠标左键持续按下
|
||||||
|
{
|
||||||
|
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit))
|
||||||
|
{
|
||||||
|
lineRenderer.positionCount++; // 增加线条顶点数
|
||||||
|
lineRenderer.SetPosition(lineRenderer.positionCount - 1, hit.point); // 更新线条的顶点
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isPlanning && Input.GetMouseButtonUp(1)) // 如果正在规划路线并且鼠标左键释放
|
||||||
|
{
|
||||||
|
isPlanning = false; // 停止规划路线
|
||||||
|
|
||||||
|
positions = new Vector3[lineRenderer.positionCount]; // 创建用于存储顶点坐标的数组
|
||||||
|
lineRenderer.GetPositions(positions); // 获取线条的顶点坐标
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 设置选定无人机编队
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="_selectedObject"></param>
|
||||||
|
public void SetSelectedObject(GameObject _selectedObject)
|
||||||
|
{
|
||||||
|
selectedObject = _selectedObject; // 选定新的物体
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 按规划路径开始移动
|
||||||
|
/// </summary>
|
||||||
|
public void StartMoveObjectAlongPath()
|
||||||
|
{
|
||||||
|
if (positions.Length > 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(MoveObjectAlongPath(positions)); // 启动协程,按规划的路线移动物体
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator MoveObjectAlongPath(Vector3[] positions) // 协程:按路线移动物体
|
||||||
|
{
|
||||||
|
for (int i = 0; i < positions.Length; i++) // 迭代线条的顶点坐标
|
||||||
|
{
|
||||||
|
Vector3 targetPosition = positions[i] + new Vector3(0, 10, 0);// 目标位置为当前顶点坐标
|
||||||
|
while (selectedObject.transform.position != targetPosition) // 当物体未到达目标位置时
|
||||||
|
{
|
||||||
|
selectedObject.transform.position = Vector3.MoveTowards(selectedObject.transform.position, targetPosition, Time.deltaTime * FireSpeed); // 平滑移动物体
|
||||||
|
yield return null; // 等待一帧时间
|
||||||
|
}
|
||||||
|
yield return null; // 等待一帧时间
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c980b8ee1956516478d0312cace50ee7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e5bb3fef051247941915fab344fca6d3
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,198 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 激光火控平台
|
||||||
|
/// </summary>
|
||||||
|
public class LaserFireControlPlatformManger : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 所有激光火控平台
|
||||||
|
/// </summary>
|
||||||
|
public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
|
||||||
|
/// <summary>
|
||||||
|
/// 是否正在预演
|
||||||
|
/// </summary>
|
||||||
|
public bool isStartRehearsing = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 测试用
|
||||||
|
/// </summary>
|
||||||
|
public string msg;
|
||||||
|
/// <summary>
|
||||||
|
/// 测试接受数据
|
||||||
|
/// </summary>
|
||||||
|
private Weaponitemone weaponitemones;
|
||||||
|
|
||||||
|
#region 激光火控平台数据
|
||||||
|
/// <summary>
|
||||||
|
/// 储能间隔时间
|
||||||
|
/// </summary>
|
||||||
|
public string StorageIntervalTime;
|
||||||
|
/// <summary>
|
||||||
|
/// 毁伤目标累积作用时间
|
||||||
|
/// </summary>
|
||||||
|
public string CumulativeActionTimeOfDamageTarget;
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰距离
|
||||||
|
/// </summary>
|
||||||
|
public string InterferenceDistance;
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰角度
|
||||||
|
/// </summary>
|
||||||
|
public string InterferenceAngle;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region 激光
|
||||||
|
public bool isLasing = false;
|
||||||
|
public GameObject LaserModer;
|
||||||
|
public GameObject LaserPoint;
|
||||||
|
public Transform targetPoint; // 锁定目标点的Transform组件
|
||||||
|
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
|
||||||
|
public LineRenderer OuterLaserlineRenderer; // 用于绘制射线的LineRenderer组件
|
||||||
|
private Vector3 laserStartPoint = Vector3.zero;
|
||||||
|
private Vector3 laserEndPoint = Vector3.zero;
|
||||||
|
public float FireSpeed = 20.0f;//激光速度
|
||||||
|
#endregion
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
laserFireControlPlatformMangers.Add(this);
|
||||||
|
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
|
||||||
|
FillInTheData(weaponitemones);//测试写入
|
||||||
|
|
||||||
|
//生成激光
|
||||||
|
GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
|
||||||
|
_InnerLaserlineRenderer.transform.position = Vector3.zero;
|
||||||
|
_InnerLaserlineRenderer.transform.SetParent(transform);
|
||||||
|
InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
|
||||||
|
|
||||||
|
GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
|
||||||
|
_OuterLaserlineRenderer.transform.position = Vector3.zero;
|
||||||
|
_OuterLaserlineRenderer.transform.SetParent(transform);
|
||||||
|
OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
|
||||||
|
//发射激光
|
||||||
|
//lineRenderer = gameObject.AddComponent<LineRenderer>(); // 在当前GameObject上添加LineRenderer组件
|
||||||
|
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
|
||||||
|
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 数据写入
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="weaponitemone"></param>
|
||||||
|
public void FillInTheData(Weaponitemone weaponitemone)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < weaponitemone.data.Count; i++)
|
||||||
|
{
|
||||||
|
switch (weaponitemone.data[i].para_name)
|
||||||
|
{
|
||||||
|
case "储能间隔时间:":
|
||||||
|
StorageIntervalTime = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "毁伤目标累积作用时间:":
|
||||||
|
CumulativeActionTimeOfDamageTarget = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "干扰距离:":
|
||||||
|
InterferenceDistance = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "干扰角度:":
|
||||||
|
InterferenceAngle = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 发射激光
|
||||||
|
/// </summary>
|
||||||
|
public void Lasing()
|
||||||
|
{
|
||||||
|
if (targetPoint != null)
|
||||||
|
{
|
||||||
|
if (isLasing) return;
|
||||||
|
isLasing = true;
|
||||||
|
LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(()=> {
|
||||||
|
|
||||||
|
laserStartPoint = LaserPoint.transform.position;
|
||||||
|
Debug.Log("目标点位..:"+targetPoint.position);
|
||||||
|
//laserEndPoint = Vector3.Lerp(laserStartPoint, targetPoint.position, FireSpeed * Time.deltaTime);
|
||||||
|
laserEndPoint = targetPoint.position;
|
||||||
|
CastRayAndRender();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("没有目标");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public LayerMask layerMask; // 用于指定需要检测的层级
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 激光显示
|
||||||
|
/// </summary>
|
||||||
|
public void CastRayAndRender()
|
||||||
|
{
|
||||||
|
if (InnerLaserlineRenderer)
|
||||||
|
{
|
||||||
|
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
|
||||||
|
InnerLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
|
||||||
|
}
|
||||||
|
if (OuterLaserlineRenderer)
|
||||||
|
{
|
||||||
|
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
|
||||||
|
OuterLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
|
||||||
|
}
|
||||||
|
StrikeDrone(targetPoint.transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 打击无人机
|
||||||
|
/// </summary>
|
||||||
|
private void StrikeDrone(Transform hit)
|
||||||
|
{
|
||||||
|
if(hit.transform.tag== "WRJ")
|
||||||
|
{
|
||||||
|
UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent<UnmannedAerialVehicle>();
|
||||||
|
if (unmannedAerialVehicle)
|
||||||
|
{
|
||||||
|
unmannedAerialVehicle.BeAssaulted("激光打击");
|
||||||
|
StartCoroutine(LaserExtinction());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 隐藏激光
|
||||||
|
/// </summary>
|
||||||
|
public IEnumerator LaserExtinction()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
if (InnerLaserlineRenderer)
|
||||||
|
{
|
||||||
|
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
|
||||||
|
InnerLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
|
||||||
|
}
|
||||||
|
if (OuterLaserlineRenderer)
|
||||||
|
{
|
||||||
|
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
|
||||||
|
OuterLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
|
||||||
|
}
|
||||||
|
isLasing = false;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 454a4db18ba8e38409491fa714240ae3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fddbe2930363bda47bdd192a0703b6f3
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,57 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Radar : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int numRays = 360; // 雷达射线数量
|
||||||
|
public float maxDistance = 10f; // 雷达探测的最大距离
|
||||||
|
public float rotationSpeed = 10f; // 雷达旋转速度
|
||||||
|
|
||||||
|
private LineRenderer lineRenderer;
|
||||||
|
private float angleStep;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
lineRenderer = GetComponent<LineRenderer>();
|
||||||
|
lineRenderer.positionCount = numRays + 1; // 设置顶点数量(加1是为了闭合线条)
|
||||||
|
|
||||||
|
angleStep = 360f / numRays; // 计算每个射线之间的角度间隔
|
||||||
|
|
||||||
|
// 设置LineRenderer的宽度和颜色
|
||||||
|
lineRenderer.startWidth = 0.05f;
|
||||||
|
lineRenderer.endWidth = 0.05f;
|
||||||
|
lineRenderer.startColor = Color.green;
|
||||||
|
lineRenderer.endColor = Color.green;
|
||||||
|
|
||||||
|
// 启动雷达扫描协程
|
||||||
|
StartCoroutine(Scan());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Scan()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
for (int i = 0; i <= numRays; i++)
|
||||||
|
{
|
||||||
|
float angle = i * angleStep;
|
||||||
|
Vector3 direction = Quaternion.Euler(0f, angle, 0f) * transform.forward; // 计算射线方向
|
||||||
|
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(transform.position, direction, out hit, maxDistance))
|
||||||
|
{
|
||||||
|
lineRenderer.SetPosition(i, hit.point); // 如果射线命中物体,将顶点位置设置为命中点
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
lineRenderer.SetPosition(i, transform.position + direction * maxDistance); // 如果射线未命中物体,将顶点位置设置为最大距离处
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 旋转雷达
|
||||||
|
transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bc18f0883e0e4c04f97c2527484e8bf3
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,229 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达控制
|
||||||
|
/// </summary>
|
||||||
|
public class RadarManger : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 是否正在预演
|
||||||
|
/// </summary>
|
||||||
|
public bool isStartRehearsing = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 测试用
|
||||||
|
/// </summary>
|
||||||
|
public string msg;
|
||||||
|
/// <summary>
|
||||||
|
/// 测试接受数据
|
||||||
|
/// </summary>
|
||||||
|
private Weaponitemone weaponitemones;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达UI预制体
|
||||||
|
/// </summary>
|
||||||
|
public GameObject RadarUiPrefab;
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达UI
|
||||||
|
/// </summary>
|
||||||
|
public GameObject RadarUi;
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达动画
|
||||||
|
/// </summary>
|
||||||
|
public Animator aniRandar;
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达UI动画播放
|
||||||
|
/// </summary>
|
||||||
|
public Animator aniRandarUI;
|
||||||
|
|
||||||
|
#region 雷达数据
|
||||||
|
/// <summary>
|
||||||
|
/// 转台转速
|
||||||
|
/// </summary>
|
||||||
|
public string TurntableSpeed;
|
||||||
|
/// <summary>
|
||||||
|
/// 探测距离
|
||||||
|
/// </summary>
|
||||||
|
public string DetectionRange;
|
||||||
|
/// <summary>
|
||||||
|
/// 近盲区
|
||||||
|
/// </summary>
|
||||||
|
public string NearBlindArea;
|
||||||
|
/// <summary>
|
||||||
|
/// 批量标处理能力
|
||||||
|
/// </summary>
|
||||||
|
public string BatchStandardProcessingCapability;
|
||||||
|
/// <summary>
|
||||||
|
/// 探测成功率
|
||||||
|
/// </summary>
|
||||||
|
public string DetectionSuccessRate;
|
||||||
|
/// <summary>
|
||||||
|
/// 最小探测速度
|
||||||
|
/// </summary>
|
||||||
|
public string MinimumDetectionVelocity;
|
||||||
|
/// <summary>
|
||||||
|
/// 距离分辨率
|
||||||
|
/// </summary>
|
||||||
|
public string RangeResolution;
|
||||||
|
/// <summary>
|
||||||
|
/// 方位分辨率
|
||||||
|
/// </summary>
|
||||||
|
public string AzimuthResolution;
|
||||||
|
/// <summary>
|
||||||
|
/// 方位波束宽度
|
||||||
|
/// </summary>
|
||||||
|
public string AzimuthBeamwidth;
|
||||||
|
/// <summary>
|
||||||
|
/// 俯仰波束宽度
|
||||||
|
/// </summary>
|
||||||
|
public string PitchBeamwidth;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
public float detectionRadius = 5f; // 检测范围半径
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
|
||||||
|
FillInTheData(weaponitemones);
|
||||||
|
aniRandar = GetComponent<Animator>();
|
||||||
|
if (RadarUi == null)
|
||||||
|
{
|
||||||
|
CreateRadarUI();
|
||||||
|
}
|
||||||
|
|
||||||
|
//InvokeRepeating("RetrievalUAV", 1, 5);//测试用
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (isStartRehearsing)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 生成雷达UI
|
||||||
|
/// </summary>
|
||||||
|
void CreateRadarUI()
|
||||||
|
{
|
||||||
|
Transform canvas = GameObject.Find("Canvas").transform;
|
||||||
|
if (canvas)
|
||||||
|
{
|
||||||
|
GameObject _object= Instantiate(RadarUiPrefab, canvas);
|
||||||
|
RadarUi = _object;
|
||||||
|
RadarUi.transform.localScale = Vector3.zero;
|
||||||
|
aniRandarUI = RadarUi.GetComponent<Animator>();
|
||||||
|
RadarRotationSpeed(TurntableSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 数据写入
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="weaponitemone"></param>
|
||||||
|
public void FillInTheData(Weaponitemone weaponitemone)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < weaponitemone.data.Count; i++)
|
||||||
|
{
|
||||||
|
switch (weaponitemone.data[i].para_name)
|
||||||
|
{
|
||||||
|
case "转台转速:":
|
||||||
|
TurntableSpeed = weaponitemone.data[i].para_value;
|
||||||
|
RadarRotationSpeed(TurntableSpeed);
|
||||||
|
break;
|
||||||
|
case "探测距离:":
|
||||||
|
DetectionRange = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "近盲区:":
|
||||||
|
NearBlindArea = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "批量标处理能力:":
|
||||||
|
BatchStandardProcessingCapability = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "探测成功率:":
|
||||||
|
DetectionSuccessRate = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "最小探测速度:":
|
||||||
|
MinimumDetectionVelocity = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "距离分辨率:":
|
||||||
|
RangeResolution = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "方位分辨率:":
|
||||||
|
AzimuthResolution = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "方位波束宽度:":
|
||||||
|
AzimuthBeamwidth = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "俯仰波束宽度:":
|
||||||
|
PitchBeamwidth = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 雷达转动速度
|
||||||
|
/// </summary>
|
||||||
|
public void RadarRotationSpeed(string speed)
|
||||||
|
{
|
||||||
|
float newSpeed = float.Parse(speed);
|
||||||
|
if (newSpeed <= 0) return;
|
||||||
|
if (aniRandar)
|
||||||
|
{
|
||||||
|
aniRandar.speed = (1 / newSpeed); // 改变动画的播放速度为新速度值
|
||||||
|
}
|
||||||
|
if (aniRandarUI)
|
||||||
|
{
|
||||||
|
aniRandarUI.speed = (1 / newSpeed); // 改变动画的播放速度为新速度值
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 检索
|
||||||
|
/// </summary>
|
||||||
|
public void RetrievalUAV()
|
||||||
|
{
|
||||||
|
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
|
||||||
|
|
||||||
|
foreach (Collider col in colliders)
|
||||||
|
{
|
||||||
|
if (col.transform.tag == "WRJ")
|
||||||
|
{
|
||||||
|
|
||||||
|
UnmannedAerialVehicle unmannedAerialVehicle = col.GetComponent<UnmannedAerialVehicle>();
|
||||||
|
if (unmannedAerialVehicle)
|
||||||
|
{
|
||||||
|
//Debug.Log("检测到无人机: " + col.name);
|
||||||
|
LaserFireControlPlatformManger laserFireControlPlatformManger = LaserFireControlPlatformManger.laserFireControlPlatformMangers.Find(x=>(x!=null&&x.isLasing==false));
|
||||||
|
if (laserFireControlPlatformManger&& !laserFireControlPlatformManger.isLasing)
|
||||||
|
{
|
||||||
|
laserFireControlPlatformManger.targetPoint = col.transform;
|
||||||
|
laserFireControlPlatformManger.Lasing();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMouseEnter()
|
||||||
|
{
|
||||||
|
Debug.Log("鼠标进入");
|
||||||
|
RadarUi.transform.localScale = Vector3.one;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMouseExit()
|
||||||
|
{
|
||||||
|
Debug.Log("鼠标离开");
|
||||||
|
RadarUi.transform.localScale = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8d431a7d95f5da7448bc421314544f20
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8c8c7b4acdfb6ab4f896e72287ecc0d0
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,121 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 地面无线电干扰控制
|
||||||
|
/// </summary>
|
||||||
|
public class TerrestrialRadioInterferenceManger : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 是否正在预演
|
||||||
|
/// </summary>
|
||||||
|
public bool isStartRehearsing = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 测试用
|
||||||
|
/// </summary>
|
||||||
|
public string msg;
|
||||||
|
/// <summary>
|
||||||
|
/// 测试接受数据
|
||||||
|
/// </summary>
|
||||||
|
private Weaponitemone weaponitemones;
|
||||||
|
|
||||||
|
#region 地面无线电干扰数据
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰频率
|
||||||
|
/// </summary>
|
||||||
|
public string InterferingFrequency;
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰模式
|
||||||
|
/// </summary>
|
||||||
|
public string InterferenceMode;
|
||||||
|
/// <summary>
|
||||||
|
/// 发射功率
|
||||||
|
/// </summary>
|
||||||
|
public string TransmittedPower;
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰角度
|
||||||
|
/// </summary>
|
||||||
|
public string InterferenceAngle;
|
||||||
|
/// <summary>
|
||||||
|
/// 干扰距离
|
||||||
|
/// </summary>
|
||||||
|
public string InterferenceDistance;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
public float detectionRadius = 5f; // 检测范围半径
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
|
||||||
|
FillInTheData(weaponitemones);//测试写入
|
||||||
|
|
||||||
|
//InvokeRepeating("RadioDisturbance", 1, 5);//测试用
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 数据写入
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="weaponitemone"></param>
|
||||||
|
public void FillInTheData(Weaponitemone weaponitemone)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < weaponitemone.data.Count; i++)
|
||||||
|
{
|
||||||
|
switch (weaponitemone.data[i].para_name)
|
||||||
|
{
|
||||||
|
case "干扰频率:":
|
||||||
|
InterferingFrequency = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "干扰模式:":
|
||||||
|
InterferenceMode = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "发射功率:":
|
||||||
|
TransmittedPower = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "干扰角度:":
|
||||||
|
InterferenceAngle = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "干扰距离:":
|
||||||
|
InterferenceDistance = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 开启无线电干扰
|
||||||
|
/// </summary>
|
||||||
|
public void RadioDisturbance()
|
||||||
|
{
|
||||||
|
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
|
||||||
|
|
||||||
|
foreach (Collider col in colliders)
|
||||||
|
{
|
||||||
|
if (col.transform.tag == "WRJ")
|
||||||
|
{
|
||||||
|
//Debug.Log("检测到无人机: " + col.name);
|
||||||
|
UnmannedAerialVehicle unmannedAerialVehicle = col.GetComponent<UnmannedAerialVehicle>();
|
||||||
|
if (unmannedAerialVehicle)
|
||||||
|
{
|
||||||
|
Debug.Log(col.name+"数据链通信频点...:" + unmannedAerialVehicle.dataLinkCommunicationFrequency);
|
||||||
|
if(unmannedAerialVehicle.dataLinkCommunicationFrequency== InterferingFrequency)
|
||||||
|
{
|
||||||
|
Debug.Log("干扰...:"+ col.name + "成功。");
|
||||||
|
unmannedAerialVehicle.BeAssaulted("无线电干扰");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7fbad120748f7254b86c62b691a75f57
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 467555c8ec9fc314794706c4e109f342
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,156 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using DG.Tweening;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 无人机
|
||||||
|
/// </summary>
|
||||||
|
public class UnmannedAerialVehicle : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 所属无人机蜂群
|
||||||
|
/// </summary>
|
||||||
|
public UnmannedAerialVehicleManage unmannedAerialVehicleManage;
|
||||||
|
|
||||||
|
#region 无人机数据
|
||||||
|
/// <summary>
|
||||||
|
/// 续航时间
|
||||||
|
/// </summary>
|
||||||
|
public string batteryLife;
|
||||||
|
/// <summary>
|
||||||
|
/// 抗风等级
|
||||||
|
/// </summary>
|
||||||
|
public string classificationWindResistance;
|
||||||
|
/// <summary>
|
||||||
|
/// 最大飞行速度
|
||||||
|
/// </summary>
|
||||||
|
public string maximumFlyingSpeed;
|
||||||
|
/// <summary>
|
||||||
|
/// RCS
|
||||||
|
/// </summary>
|
||||||
|
public string RCS;
|
||||||
|
/// <summary>
|
||||||
|
/// 卫星定位频点
|
||||||
|
/// </summary>
|
||||||
|
public string satellitePositioningFrequency;
|
||||||
|
/// <summary>
|
||||||
|
/// 数据链通信频点
|
||||||
|
/// </summary>
|
||||||
|
public string dataLinkCommunicationFrequency;
|
||||||
|
/// <summary>
|
||||||
|
/// 电子侦察能力
|
||||||
|
/// </summary>
|
||||||
|
public string electronicReconnaissanceCapability;
|
||||||
|
/// <summary>
|
||||||
|
/// 光学侦察能力
|
||||||
|
/// </summary>
|
||||||
|
public string opticalReconnaissanceCapability;
|
||||||
|
#endregion
|
||||||
|
/// <summary>
|
||||||
|
/// 飞行速度
|
||||||
|
/// </summary>
|
||||||
|
public float FireSpeed = 20.0f;
|
||||||
|
/// <summary>
|
||||||
|
/// 检测范围半径
|
||||||
|
/// </summary>
|
||||||
|
public float detectionRadius = 50; //
|
||||||
|
/// <summary>
|
||||||
|
/// 是否正在攻击目标
|
||||||
|
/// </summary>
|
||||||
|
private bool isEngagedTarget = false;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (unmannedAerialVehicleManage)
|
||||||
|
{
|
||||||
|
switch (unmannedAerialVehicleManage.pattern)
|
||||||
|
{
|
||||||
|
case Pattern.待机:
|
||||||
|
break;
|
||||||
|
case Pattern.警戒:
|
||||||
|
//AttackATarget();
|
||||||
|
break;
|
||||||
|
case Pattern.攻击:
|
||||||
|
//AttackATarget();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 攻击目标
|
||||||
|
/// </summary>
|
||||||
|
public void AttackATarget()
|
||||||
|
{
|
||||||
|
if (!isEngagedTarget)
|
||||||
|
{
|
||||||
|
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
|
||||||
|
foreach (Collider col in colliders)
|
||||||
|
{
|
||||||
|
//Debug.Log("检测到Gongjimubiao: " + col.name);
|
||||||
|
if (col.transform.tag == "AttackTarget")
|
||||||
|
{
|
||||||
|
Debug.Log(col.transform.name);
|
||||||
|
AttAck(col.transform);
|
||||||
|
isEngagedTarget = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 发起攻击
|
||||||
|
/// </summary>
|
||||||
|
private void AttAck(Transform target)
|
||||||
|
{
|
||||||
|
Debug.Log("开始攻击目标..:" + target.name);
|
||||||
|
transform.DOLookAt(target.position, 0.1f).OnComplete(() => {
|
||||||
|
float distance = Vector3.Distance(transform.position, target.position);
|
||||||
|
transform.DOMove(target.position, distance / FireSpeed);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (other.tag == "AttackTarget")
|
||||||
|
{
|
||||||
|
// 销毁objectToDestroy对象
|
||||||
|
Destroy(transform.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 被攻击
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="type"></param>
|
||||||
|
public void BeAssaulted(string type)
|
||||||
|
{
|
||||||
|
switch (type) {
|
||||||
|
case "激光打击":
|
||||||
|
Destroy(gameObject);
|
||||||
|
break;
|
||||||
|
case "无线电干扰":
|
||||||
|
Destroy(gameObject);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void OnDestroy()
|
||||||
|
{
|
||||||
|
transform.DOKill();
|
||||||
|
Debug.Log("被销毁了");
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8d11073938bcdd54589608b4b411b889
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,355 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 单个无人机蜂群控制
|
||||||
|
/// </summary>
|
||||||
|
public class UnmannedAerialVehicleManage : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 状态
|
||||||
|
/// </summary>
|
||||||
|
public Pattern pattern = Pattern.待机;
|
||||||
|
/// <summary>
|
||||||
|
/// 是否正在预演
|
||||||
|
/// </summary>
|
||||||
|
public bool isStartRehearsing = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 测试用
|
||||||
|
/// </summary>
|
||||||
|
public string msg;
|
||||||
|
/// <summary>
|
||||||
|
/// 测试接受数据
|
||||||
|
/// </summary>
|
||||||
|
private List<Weaponitem> weaponitems;
|
||||||
|
|
||||||
|
private Weaponitemone weaponitemones;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 无人机预制体
|
||||||
|
/// </summary>
|
||||||
|
public GameObject UAVPrefab;
|
||||||
|
/// <summary>
|
||||||
|
/// 编队无人机数量
|
||||||
|
/// </summary>
|
||||||
|
public int totalObjects = 30; // 总共的物体数量
|
||||||
|
/// <summary>
|
||||||
|
/// 所有子物体无人机
|
||||||
|
/// </summary>
|
||||||
|
public List<UnmannedAerialVehicle> unmannedAerialVehicles = new List<UnmannedAerialVehicle>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 线预制体
|
||||||
|
/// </summary>
|
||||||
|
public GameObject LinePrefab;
|
||||||
|
/// <summary>
|
||||||
|
/// 航线
|
||||||
|
/// </summary>
|
||||||
|
public GameObject airRoute;
|
||||||
|
#region 无人机数据
|
||||||
|
/// <summary>
|
||||||
|
/// 续航时间
|
||||||
|
/// </summary>
|
||||||
|
public string batteryLife;
|
||||||
|
/// <summary>
|
||||||
|
/// 抗风等级
|
||||||
|
/// </summary>
|
||||||
|
public string classificationWindResistance;
|
||||||
|
/// <summary>
|
||||||
|
/// 最大飞行速度
|
||||||
|
/// </summary>
|
||||||
|
public string maximumFlyingSpeed;
|
||||||
|
/// <summary>
|
||||||
|
/// RCS
|
||||||
|
/// </summary>
|
||||||
|
public string RCS;
|
||||||
|
/// <summary>
|
||||||
|
/// 卫星定位频点
|
||||||
|
/// </summary>
|
||||||
|
public string satellitePositioningFrequency;
|
||||||
|
/// <summary>
|
||||||
|
/// 数据链通信频点
|
||||||
|
/// </summary>
|
||||||
|
public string dataLinkCommunicationFrequency;
|
||||||
|
/// <summary>
|
||||||
|
/// 电子侦察能力
|
||||||
|
/// </summary>
|
||||||
|
public string electronicReconnaissanceCapability;
|
||||||
|
/// <summary>
|
||||||
|
/// 光学侦察能力
|
||||||
|
/// </summary>
|
||||||
|
public string opticalReconnaissanceCapability;
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
//Weaponitem weaponitem;
|
||||||
|
//weaponitem = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitem>(msg);
|
||||||
|
//weaponitems.Add(weaponitem);
|
||||||
|
weaponitemones= Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
|
||||||
|
FillInTheData(weaponitemones);//测试写入
|
||||||
|
Formation(1);//默认阵型
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.V))
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 模式切换
|
||||||
|
/// </summary>
|
||||||
|
public void modeSwitch(int patternCut)
|
||||||
|
{
|
||||||
|
switch (patternCut) {
|
||||||
|
case 0://待机
|
||||||
|
pattern = Pattern.待机;
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
pattern = Pattern.警戒;
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
pattern = Pattern.攻击;
|
||||||
|
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
|
||||||
|
if (objectPlanner)
|
||||||
|
{
|
||||||
|
objectPlanner.StartMoveObjectAlongPath();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#region 数据写入
|
||||||
|
/// <summary>
|
||||||
|
/// 数据写入
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="weaponitemone"></param>
|
||||||
|
public void FillInTheData(Weaponitemone weaponitemone)
|
||||||
|
{
|
||||||
|
for(int i=0;i< weaponitemone.data.Count; i++)
|
||||||
|
{
|
||||||
|
switch (weaponitemone.data[i].para_name) {
|
||||||
|
case "续航时间:":
|
||||||
|
batteryLife = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "抗风等级:":
|
||||||
|
classificationWindResistance = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "最大飞行速度:":
|
||||||
|
maximumFlyingSpeed = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "RCS:":
|
||||||
|
RCS = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "卫星定位频点:":
|
||||||
|
satellitePositioningFrequency = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "数据链通信频点:":
|
||||||
|
dataLinkCommunicationFrequency = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "电子侦察能力:":
|
||||||
|
electronicReconnaissanceCapability = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
case "光学侦察能力:":
|
||||||
|
opticalReconnaissanceCapability = weaponitemone.data[i].para_value;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if(i== (weaponitemone.data.Count - 1))
|
||||||
|
{
|
||||||
|
StartCoroutine(WeaponitemoneDataAddition());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 单个无人机数据写入
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
IEnumerator WeaponitemoneDataAddition()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
for(int i=0;i< unmannedAerialVehicles.Count; i++)
|
||||||
|
{
|
||||||
|
unmannedAerialVehicles[i].batteryLife = batteryLife;
|
||||||
|
unmannedAerialVehicles[i].classificationWindResistance = classificationWindResistance;
|
||||||
|
unmannedAerialVehicles[i].maximumFlyingSpeed = maximumFlyingSpeed;
|
||||||
|
unmannedAerialVehicles[i].RCS = RCS;
|
||||||
|
unmannedAerialVehicles[i].satellitePositioningFrequency = satellitePositioningFrequency;
|
||||||
|
unmannedAerialVehicles[i].dataLinkCommunicationFrequency = dataLinkCommunicationFrequency;
|
||||||
|
unmannedAerialVehicles[i].electronicReconnaissanceCapability = electronicReconnaissanceCapability;
|
||||||
|
unmannedAerialVehicles[i].opticalReconnaissanceCapability = opticalReconnaissanceCapability;
|
||||||
|
unmannedAerialVehicles[i].unmannedAerialVehicleManage = this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region 阵型编队
|
||||||
|
/// <summary>
|
||||||
|
/// 阵型选择
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
public void Formation(int number)
|
||||||
|
{
|
||||||
|
switch (number) {
|
||||||
|
case 1:
|
||||||
|
GenerateFormation();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
MatrixFormation(5);
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
MatrixFormation(30);
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
MatrixFormation(1);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 无人机雁式阵型
|
||||||
|
/// </summary>
|
||||||
|
private void GenerateFormation()
|
||||||
|
{
|
||||||
|
int count = 1; // 每一排的物体数量
|
||||||
|
int currentCount = 0;
|
||||||
|
Vector3 startPos = new Vector3();
|
||||||
|
|
||||||
|
for (int i = 0; i < Mathf.Ceil(Mathf.Sqrt(totalObjects)); i++)
|
||||||
|
{
|
||||||
|
//Debug.Log("剩余。。。:" + (totalObjects - currentCount));
|
||||||
|
startPos = new Vector3(-i * 2, 0, -i * 2);
|
||||||
|
for (int j = 0; j < count; j++)//每排物体个数
|
||||||
|
{
|
||||||
|
|
||||||
|
if (currentCount < totalObjects)
|
||||||
|
{
|
||||||
|
Vector3 _vector3 = startPos + new Vector3(j * 2, 0, 0);
|
||||||
|
unmannedAerialVehicles[currentCount].transform.localPosition = _vector3;
|
||||||
|
currentCount++;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BoxCollider box = transform.GetComponent<BoxCollider>();
|
||||||
|
if (box)
|
||||||
|
{
|
||||||
|
box.center = new Vector3(0, 0, -i);
|
||||||
|
box.size = new Vector3(2 * count, 1, 2 * (i + 1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
count += 2; // 下一排增加两个物体
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 矩阵阵型
|
||||||
|
/// </summary>
|
||||||
|
private void MatrixFormation(int rows)
|
||||||
|
{
|
||||||
|
float offsetX = 2.0f; // 子物体之间的水平间距
|
||||||
|
float offsetY = 2.0f; // 子物体之间的垂直间距
|
||||||
|
float offsetZ = 2.0f; // 子物体之间的垂直间距
|
||||||
|
int currentCount = 0;
|
||||||
|
int cols = CanDivideEvenly(totalObjects, rows) ? totalObjects / rows : totalObjects / rows + 1;
|
||||||
|
for (int row = 0; row < rows; row++)
|
||||||
|
{
|
||||||
|
for (int col = 0; col < cols; col++)
|
||||||
|
{
|
||||||
|
if (currentCount < totalObjects)
|
||||||
|
{
|
||||||
|
Vector3 position = new Vector3(col * offsetX, 0, -row * offsetZ);
|
||||||
|
unmannedAerialVehicles[currentCount].transform.localPosition = position;
|
||||||
|
currentCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
BoxCollider box = transform.GetComponent<BoxCollider>();
|
||||||
|
if (box)
|
||||||
|
{
|
||||||
|
Debug.Log("cols..:" + cols);
|
||||||
|
Debug.Log("rows..:" + rows);
|
||||||
|
box.center = new Vector3(cols-1, 0, -(rows-1));
|
||||||
|
box.size = new Vector3(cols*2, 1, 2 * rows);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CanDivideEvenly(int dividend, int divisor)
|
||||||
|
{
|
||||||
|
return dividend % divisor == 0;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 关闭航线设置
|
||||||
|
/// </summary>
|
||||||
|
public void TurnOffCourseSettings()
|
||||||
|
{
|
||||||
|
if (airRoute)
|
||||||
|
{
|
||||||
|
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
|
||||||
|
if (objectPlanner)
|
||||||
|
{
|
||||||
|
objectPlanner.isPathCanBePlanned = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 开启航线设置
|
||||||
|
/// </summary>
|
||||||
|
public void RouteSettings()
|
||||||
|
{
|
||||||
|
if (airRoute)
|
||||||
|
{
|
||||||
|
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
|
||||||
|
if (objectPlanner)
|
||||||
|
{
|
||||||
|
objectPlanner.isPathCanBePlanned = true;
|
||||||
|
objectPlanner.lineRenderer.SetVertexCount(0);
|
||||||
|
Array.Clear(objectPlanner.positions, 0, objectPlanner.positions.Length);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameObject _object = Instantiate(LinePrefab);
|
||||||
|
airRoute = _object;
|
||||||
|
airRoute.transform.position = Vector3.zero;
|
||||||
|
ObjectPlanner objectPlanner = airRoute.GetComponent<ObjectPlanner>();
|
||||||
|
if (objectPlanner)
|
||||||
|
{
|
||||||
|
objectPlanner.isPathCanBePlanned = true;
|
||||||
|
objectPlanner.SetSelectedObject(transform.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void OnMouseEnter()
|
||||||
|
{
|
||||||
|
UnmannedAerialVehicleUI.Instance.unmannedAerialVehicleManage = transform.GetComponent<UnmannedAerialVehicleManage>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public enum Pattern
|
||||||
|
{
|
||||||
|
待机,
|
||||||
|
警戒,
|
||||||
|
攻击
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d7c8a5e37f63c8e419e73f2c1b2ad41e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,69 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class UnmannedAerialVehicleUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static UnmannedAerialVehicleUI Instance;
|
||||||
|
/// <summary>
|
||||||
|
/// 选中的无人机编队
|
||||||
|
/// </summary>
|
||||||
|
public UnmannedAerialVehicleManage unmannedAerialVehicleManage;
|
||||||
|
public void Awake()
|
||||||
|
{
|
||||||
|
Instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 切换无人机阵型
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="number"></param>
|
||||||
|
public void AddFormation(int number)
|
||||||
|
{
|
||||||
|
if (unmannedAerialVehicleManage)
|
||||||
|
{
|
||||||
|
unmannedAerialVehicleManage.Formation(number);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 航线设置
|
||||||
|
/// </summary>
|
||||||
|
public void GetRouteSettings(bool isOpen)
|
||||||
|
{
|
||||||
|
if (unmannedAerialVehicleManage)
|
||||||
|
{
|
||||||
|
if (isOpen)
|
||||||
|
{
|
||||||
|
unmannedAerialVehicleManage.RouteSettings();
|
||||||
|
if (unmannedAerialVehicleManage.airRoute)
|
||||||
|
unmannedAerialVehicleManage.airRoute.transform.localScale = Vector3.one;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
unmannedAerialVehicleManage.TurnOffCourseSettings();
|
||||||
|
if (unmannedAerialVehicleManage.airRoute)
|
||||||
|
unmannedAerialVehicleManage.airRoute.transform.localScale = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 切换模式
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="patternCut"></param>
|
||||||
|
public void GetModeSwitch(int patternCut)
|
||||||
|
{
|
||||||
|
if (unmannedAerialVehicleManage)
|
||||||
|
{
|
||||||
|
unmannedAerialVehicleManage.modeSwitch(patternCut);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 553d6fe9e2be1ee448fbaa6b5a91ac39
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue