using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using AdamThinkDevicesData; using AdamSync; using Newtonsoft.Json; using static InterfaceManager; /// /// 激光火控平台 /// public class LaserFireControlPlatformManger : MonoBehaviour { public EquipmentCommon equipmentCommon; /// /// 所有激光火控平台 /// public static List laserFireControlPlatformMangers = new List(); #region 启动暂停 private bool _isStartRehearsing = false; /// /// 是否正在预演 /// public bool isStartRehearsing { get { return _isStartRehearsing; } set { if (_isStartRehearsing != value) { _isStartRehearsing = value; OnActivationChanged?.Invoke(_isStartRehearsing); } } } /// /// 布尔值变化时触发的事件 /// public event System.Action OnActivationChanged; /// /// 协程对象 /// private Coroutine timerCoroutine; /// /// 定时器运行状态 /// private bool isTimerRunning = false; /// /// 间隔时间 /// public float interval = 5.0f; #endregion #region 激光火控平台数据 /// /// 储能间隔时间 /// public string StorageIntervalTime; /// /// 毁伤目标累积作用时间 /// public string CumulativeActionTimeOfDamageTarget; /// /// 干扰距离 /// public string InterferenceDistance; /// /// 干扰角度 /// public string InterferenceAngle; #endregion #region 激光 /// /// 是否这在攻击无人机 /// 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 /// /// 爆炸预制体 /// public GameObject explodePrefab; // Start is called before the first frame update void Start() { equipmentCommon = GetComponent(); laserFireControlPlatformMangers.Add(this); //weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject(msg); //FillInTheData(weaponitemones);//测试写入 // 订阅布尔值变化事件 OnActivationChanged += OnActivationChangedHandler; //生成激光 GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab); _InnerLaserlineRenderer.transform.position = Vector3.zero; //_InnerLaserlineRenderer.transform.SetParent(transform); InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent(); if (InnerLaserlineRenderer) { 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 } GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab); _OuterLaserlineRenderer.transform.position = Vector3.zero; //_OuterLaserlineRenderer.transform.SetParent(transform); OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent(); if (OuterLaserlineRenderer) { OuterLaserlineRenderer.positionCount = 2;// 设置线段的端点数量为2 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 } } void Update() { } /// /// 导条变化调用 /// /// void OnActivationChangedHandler(bool newValue) { if (newValue) { Debug.Log("导条开启时调用"); } else { Debug.Log("导条暂停时调用"); } } #region 创建场景激光发射 /// /// 数据写入 /// /// public void FillInTheData(List weaponitemone) { for (int i = 0; i < weaponitemone.Count; i++) { switch (weaponitemone[i].para_name) { case "储能间隔时间:": StorageIntervalTime = weaponitemone[i].para_value; 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; break; case "干扰角度:": InterferenceAngle = weaponitemone[i].para_value; break; default: break; } } } /// /// 发射激光 /// public void Lasing() { if (targetPoint != null) { LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(()=> { Debug.Log("目标点位..:"+targetPoint.position); CastRayAndRender(); }); var nowData = GetSyncData(); _ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData)); } else { Debug.LogError("没有目标"); } } /// /// 激光显示 /// 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 } 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 } StrikeDrone(targetPoint.transform); } /// /// 打击无人机 /// private void StrikeDrone(Transform hit) { UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent(); if (unmannedAerialVehicle) { //unmannedAerialVehicle.BeAssaulted("激光打击"); AddBao(unmannedAerialVehicle); StartCoroutine(LaserExtinction()); } } /// /// 销毁单体无人机 /// public void AddBao(UnmannedAerialVehicle unmannedAerialVehicle) { string nowData = GetSyncDis(unmannedAerialVehicle); Debug.Log(nowData); DeviceManager.Instance.send2roomStr.Enqueue(nowData); string currentTime = System.DateTime.Now.ToString(); string _log = currentTime + " " + equipmentCommon.equipmentType + "(" + equipmentCommon.deviceID + ")" + "攻击了销毁了" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.equipmentType + "(" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID + ")" + "编号" + unmannedAerialVehicle.serialNumber + "子无人机"; UploadLog(_log); GameObject Bao = Instantiate(explodePrefab, unmannedAerialVehicle.transform); Bao.transform.localPosition = Vector3.zero; Bao.transform.SetParent(null); Bao.SetActive(true); Destroy(unmannedAerialVehicle.gameObject); } /// ///上传日志 /// /// public void UploadLog(string _log) { List uploadLogMains = new List(); UploadLogMain uploadLogMain = new UploadLogMain(); uploadLogMain.PracticeId = GlobalFlag.practiceSubjectID; uploadLogMain.ThinkId = GlobalFlag.currentThinkId; uploadLogMain.log = _log; uploadLogMains.Add(uploadLogMain); string uploadLogMainJson = JsonConvert.SerializeObject(uploadLogMains); WWWForm wWWForm = new WWWForm(); wWWForm.AddField("data", uploadLogMainJson); Debug.Log(uploadLogMainJson); StartCoroutine(PostString(Url_Addpracticelog, wWWForm, data => { Debug.Log(data); })); } /// /// 单个无人机被销毁 /// /// protected string GetSyncDis(UnmannedAerialVehicle unmannedAerialVehicle) { return string.Format("{0},{1},{2}", "DroneWasDestroyed", unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID, unmannedAerialVehicle.serialNumber); } /// /// 隐藏激光 /// public IEnumerator LaserExtinction() { yield return new WaitForSeconds(1f); if (InnerLaserlineRenderer) { 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 } if (OuterLaserlineRenderer) { 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; } #endregion /// /// 激光发射点位 /// /// 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); } /// /// 非自生成激光发射台发射激光发射激光 /// /// public void NonSelfGeneratedEmissionLaser(string[] data) { Vector3 vector3 = new Vector3(float.Parse(data[2]), float.Parse(data[3]), float.Parse(data[4])); 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 InnerLaserlineRenderer.SetPosition(1, vector3); // 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, vector3); // 设置线段终点为目标点 } StartCoroutine(LaserExtinction()); }); } private void OnDestroy() { Destroy(InnerLaserlineRenderer.gameObject); Destroy(OuterLaserlineRenderer.gameObject); OnActivationChanged -= OnActivationChangedHandler; } }