using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; using AdamThinkDevicesData; using AdamSync; /// /// 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 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() { 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 } } // Update is called once per frame 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"); } } /// /// 数据写入 /// /// public void FillInTheData(List weaponitemone) { //if (equipmentCommon) //{ //string msg = $"send2room {equipmentCommon.equipmentType}+{transform.position.ToString().Replace(" ", "").Replace("(", "").Replace(")", "")}+{transform.eulerAngles.ToString().Replace(" ", "").Replace("(", "").Replace(")", "")}"; //Debug.Log(msg); //_ = SyncCreateRoom.SendMessageAsync(msg); //} 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) { if (isLasing) return; isLasing = true; LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(()=> { Debug.Log("目标点位..:"+targetPoint.position); CastRayAndRender(); }); } else { Debug.LogError("没有目标"); } } public LayerMask layerMask; // 用于指定需要检测的层级 /// /// 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) { if(hit.transform.tag== "WRJ") { UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent(); if (unmannedAerialVehicle) { unmannedAerialVehicle.BeAssaulted("激光打击"); StartCoroutine(LaserExtinction()); } } } /// /// 隐藏激光 /// public IEnumerator LaserExtinction() { yield return new WaitForSeconds(0.1f); 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; } }