348 lines
12 KiB
C#
348 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using AdamThinkDevicesData;
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using AdamSync;
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using Newtonsoft.Json;
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using static InterfaceManager;
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/// <summary>
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/// 激光火控平台
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/// </summary>
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public class LaserFireControlPlatformManger : MonoBehaviour
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{
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public EquipmentCommon equipmentCommon;
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/// <summary>
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/// 所有激光火控平台
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/// </summary>
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public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
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#region 启动暂停
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private bool _isStartRehearsing = false;
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/// <summary>
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/// 是否正在预演
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/// </summary>
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public bool isStartRehearsing
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{
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get { return _isStartRehearsing; }
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set
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{
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if (_isStartRehearsing != value)
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{
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_isStartRehearsing = value;
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OnActivationChanged?.Invoke(_isStartRehearsing);
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}
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}
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}
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/// <summary>
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/// 布尔值变化时触发的事件
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/// </summary>
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public event System.Action<bool> OnActivationChanged;
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/// <summary>
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/// 协程对象
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/// </summary>
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private Coroutine timerCoroutine;
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/// <summary>
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/// 定时器运行状态
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/// </summary>
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private bool isTimerRunning = false;
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/// <summary>
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/// 间隔时间
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/// </summary>
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public float interval = 5.0f;
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#endregion
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#region 激光火控平台数据
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/// <summary>
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/// 储能间隔时间
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/// </summary>
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public string StorageIntervalTime;
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/// <summary>
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/// 毁伤目标累积作用时间
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/// </summary>
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public string CumulativeActionTimeOfDamageTarget;
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/// <summary>
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/// 干扰距离
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/// </summary>
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public string InterferenceDistance;
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/// <summary>
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/// 干扰角度
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/// </summary>
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public string InterferenceAngle;
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#endregion
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#region 激光
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/// <summary>
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/// 是否这在攻击无人机
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/// </summary>
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public bool isLasing = false;
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public GameObject LaserModer;
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public GameObject LaserPoint;
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public Transform targetPoint; // 锁定目标点的Transform组件
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public GameObject InnerLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
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public GameObject OuterLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
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public LineRenderer InnerLaserlineRenderer; // 用于绘制射线的LineRenderer组件
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public LineRenderer OuterLaserlineRenderer; // 用于绘制射线的LineRenderer组件
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//private Vector3 laserStartPoint = Vector3.zero;
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//private Vector3 laserEndPoint = Vector3.zero;
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public float FireSpeed = 20.0f;//激光速度
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#endregion
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/// <summary>
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/// 爆炸预制体
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/// </summary>
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public GameObject explodePrefab;
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// Start is called before the first frame update
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void Start()
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{
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equipmentCommon = GetComponent<EquipmentCommon>();
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laserFireControlPlatformMangers.Add(this);
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//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
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//FillInTheData(weaponitemones);//测试写入
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// 订阅布尔值变化事件
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OnActivationChanged += OnActivationChangedHandler;
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//生成激光
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GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
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_InnerLaserlineRenderer.transform.position = Vector3.zero;
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//_InnerLaserlineRenderer.transform.SetParent(transform);
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InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
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_OuterLaserlineRenderer.transform.position = Vector3.zero;
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//_OuterLaserlineRenderer.transform.SetParent(transform);
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OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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/// <summary>
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/// 导条变化调用
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/// </summary>
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/// <param name="newValue"></param>
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void OnActivationChangedHandler(bool newValue)
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{
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if (newValue)
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{
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Debug.Log("导条开启时调用");
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}
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else
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{
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Debug.Log("导条暂停时调用");
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}
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}
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#region 创建场景激光发射
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/// <summary>
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/// 数据写入
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/// </summary>
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/// <param name="weaponitemone"></param>
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public void FillInTheData(List<List_paraItem> weaponitemone)
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{
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for (int i = 0; i < weaponitemone.Count; i++)
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{
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switch (weaponitemone[i].para_name)
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{
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case "储能间隔时间:":
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StorageIntervalTime = weaponitemone[i].para_value;
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break;
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case "毁伤目标累积作用时间:":
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CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
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break;
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case "干扰距离:":
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InterferenceDistance = weaponitemone[i].para_value;
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break;
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case "干扰角度:":
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InterferenceAngle = weaponitemone[i].para_value;
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break;
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default:
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break;
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}
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}
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}
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/// <summary>
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/// 发射激光
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/// </summary>
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public void Lasing()
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{
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if (targetPoint != null)
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{
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LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(()=> {
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Debug.Log("目标点位..:"+targetPoint.position);
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CastRayAndRender();
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});
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var nowData = GetSyncData();
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_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
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}
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else
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{
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Debug.LogError("没有目标");
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}
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}
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/// <summary>
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/// 激光显示
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/// </summary>
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public void CastRayAndRender()
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{
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
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}
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
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}
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StrikeDrone(targetPoint.transform);
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}
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/// <summary>
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/// 打击无人机
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/// </summary>
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private void StrikeDrone(Transform hit)
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{
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UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent<UnmannedAerialVehicle>();
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if (unmannedAerialVehicle)
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{
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//unmannedAerialVehicle.BeAssaulted("激光打击");
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AddBao(unmannedAerialVehicle);
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StartCoroutine(LaserExtinction());
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}
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}
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/// <summary>
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/// 销毁单体无人机
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/// </summary>
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public void AddBao(UnmannedAerialVehicle unmannedAerialVehicle)
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{
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string nowData = GetSyncDis(unmannedAerialVehicle);
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Debug.Log(nowData);
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DeviceManager.Instance.send2roomStr.Enqueue(nowData);
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string currentTime = System.DateTime.Now.ToString();
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string _log = currentTime + " " + equipmentCommon.equipmentType + "(" + equipmentCommon.deviceID + ")" +
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"攻击了销毁了" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.equipmentType + "(" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID + ")"
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+ "编号" + unmannedAerialVehicle.serialNumber + "子无人机";
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UploadLog(_log);
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GameObject Bao = Instantiate(explodePrefab, unmannedAerialVehicle.transform);
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Bao.transform.localPosition = Vector3.zero;
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Bao.transform.SetParent(null);
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Bao.SetActive(true);
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Destroy(unmannedAerialVehicle.gameObject);
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}
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/// <summary>
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///上传日志
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/// </summary>
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/// <param name="deviceID"></param>
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public void UploadLog(string _log)
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{
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List<UploadLogMain> uploadLogMains = new List<UploadLogMain>();
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UploadLogMain uploadLogMain = new UploadLogMain();
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uploadLogMain.PracticeId = GlobalFlag.practiceSubjectID;
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uploadLogMain.ThinkId = GlobalFlag.currentThinkId;
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uploadLogMain.log = _log;
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uploadLogMains.Add(uploadLogMain);
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string uploadLogMainJson = JsonConvert.SerializeObject(uploadLogMains);
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WWWForm wWWForm = new WWWForm();
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wWWForm.AddField("data", uploadLogMainJson);
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Debug.Log(uploadLogMainJson);
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StartCoroutine(PostString(Url_Addpracticelog, wWWForm, data => {
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Debug.Log(data);
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}));
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}
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/// <summary>
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/// 单个无人机被销毁
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/// </summary>
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/// <returns></returns>
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protected string GetSyncDis(UnmannedAerialVehicle unmannedAerialVehicle)
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{
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return string.Format("{0},{1},{2}", "DroneWasDestroyed", unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID, unmannedAerialVehicle.serialNumber);
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}
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/// <summary>
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/// 隐藏激光
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/// </summary>
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public IEnumerator LaserExtinction()
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{
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yield return new WaitForSeconds(1f);
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
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}
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isLasing = false;
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}
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#endregion
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/// <summary>
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/// 激光发射点位
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/// </summary>
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/// <returns></returns>
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protected string GetSyncData()
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{
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Debug.Log("目标点位..:" + targetPoint.position);
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return string.Format("{0},{1},{2},{3},{4}", "Lasing", equipmentCommon.deviceID, targetPoint.position.x, targetPoint.position.y, targetPoint.position.z);
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}
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/// <summary>
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/// 非自生成激光发射台发射激光发射激光
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/// </summary>
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/// <param name="data"></param>
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public void NonSelfGeneratedEmissionLaser(string[] data)
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{
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Vector3 vector3 = new Vector3(float.Parse(data[2]), float.Parse(data[3]), float.Parse(data[4]));
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LaserModer.transform.DOLookAt(vector3, 0.1f).OnComplete(() => {
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if (InnerLaserlineRenderer)
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{
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InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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InnerLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
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}
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if (OuterLaserlineRenderer)
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{
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OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
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OuterLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
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}
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StartCoroutine(LaserExtinction());
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});
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}
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private void OnDestroy()
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{
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Destroy(InnerLaserlineRenderer.gameObject);
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Destroy(OuterLaserlineRenderer.gameObject);
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OnActivationChanged -= OnActivationChangedHandler;
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}
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}
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