using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
///
/// 无人机
///
public class UnmannedAerialVehicle : MonoBehaviour
{
///
/// 所属无人机蜂群
///
public UnmannedAerialVehicleManage unmannedAerialVehicleManage;
#region 无人机数据
///
/// 续航时间
///
public string batteryLife;
///
/// 抗风等级
///
public string classificationWindResistance;
///
/// 最大飞行速度
///
public string maximumFlyingSpeed;
///
/// RCS
///
public string RCS;
///
/// 卫星定位频点
///
public string satellitePositioningFrequency;
///
/// 数据链通信频点
///
public string dataLinkCommunicationFrequency;
///
/// 电子侦察能力
///
public string electronicReconnaissanceCapability;
///
/// 光学侦察能力
///
public string opticalReconnaissanceCapability;
#endregion
///
/// 飞行速度
///
public float FireSpeed = 20.0f;
///
/// 检测范围半径
///
public float detectionRadius = 50; //
///
/// 是否正在攻击目标
///
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;
}
}
}
///
/// 攻击目标
///
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;
}
}
}
}
///
/// 发起攻击
///
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);
}
}
///
/// 被攻击
///
///
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");
}
}