using AdamThinkDevicesData; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; public class Spectrumdetection : MonoBehaviour { public EquipmentCommon EquipmentCommon; #region 频谱探测的参数 /// /// 探测距离 /// public string Detectionrange; /// /// 批目标处理能力 /// public string Batchcapacity; /// /// 探测成功率 /// public string Detectionsuccessrate; /// /// 探测响应时间 /// public string Responsetime; /// /// 测向精度 /// public string Directionfindingaccuracy; /// /// 最小探测速度 /// public string Minimumdetectionvelocity; #endregion private bool _isStartRehearsing = false; /// /// 是否正在演练 /// public bool isStartRehearsing { get { return _isStartRehearsing; } set { if (_isStartRehearsing != value) { _isStartRehearsing = value; OnActivationChanged?.Invoke(_isStartRehearsing); } } } /// /// 布尔值变化时触发时间 /// public event System.Action OnActivationChanged; void Start() { EquipmentCommon = GetComponent(); OnActivationChanged += OnActivationChangedHandler; } /// /// 演习是否启动 /// void OnActivationChangedHandler(bool bol) { if (bol) { Debug.Log("开始演练"); } else { Debug.Log("结束演练"); } } /// /// 读取设备参数 /// public void FillInTheData(List weaponitemone) { for (int i = 0; i < weaponitemone.Count; i++) { switch (weaponitemone[i].para_name) { case "探测距离:": Detectionrange = weaponitemone[i].para_value; break; case "批目标处理能力:": Batchcapacity = weaponitemone[i].para_value; break; case "探测成功率:": Detectionsuccessrate = weaponitemone[i].para_value; break; case "探测响应时间:": Responsetime = weaponitemone[i].para_value; break; case "测向精度:": Directionfindingaccuracy = weaponitemone[i].para_value; break; case "最小探测速度:": Minimumdetectionvelocity = weaponitemone[i].para_value; break; default: break; } } } void Update() { } private void OnDestroy() { OnActivationChanged -= OnActivationChangedHandler; } }