NewN_UAVPlane/Assets/Zion/Scripts/ModelFunction/TerrestrialRadioInterference/TerrestrialRadioInterferenc...

213 lines
6.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
using AdamSync;
/// <summary>
/// 地面无线电干扰控制
/// </summary>
public class TerrestrialRadioInterferenceManger : MonoBehaviour
{
public EquipmentCommon equipmentCommon;
#region 线
/// <summary>
/// 干扰频率
/// </summary>
public string InterferingFrequency;
/// <summary>
/// 干扰模式
/// </summary>
public string InterferenceMode;
/// <summary>
/// 发射功率
/// </summary>
public string TransmittedPower;
/// <summary>
/// 干扰角度
/// </summary>
public string InterferenceAngle;
/// <summary>
/// 干扰距离
/// </summary>
public string InterferenceDistance;
#endregion
public float detectionRadius = 5f; // 检测范围半径
#region
private bool _isStartRehearsing = false;
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing
{
get { return _isStartRehearsing; }
set
{
if (_isStartRehearsing != value)
{
_isStartRehearsing = value;
OnActivationChanged?.Invoke(_isStartRehearsing);
}
}
}
/// <summary>
/// 布尔值变化时触发的事件
/// </summary>
public event System.Action<bool> OnActivationChanged;
/// <summary>
/// 协程对象
/// </summary>
private Coroutine timerCoroutine;
/// <summary>
/// 定时器运行状态
/// </summary>
private bool isTimerRunning = false;
/// <summary>
/// 间隔时间
/// </summary>
public float interval = 5.0f;
#endregion
// Start is called before the first frame update
void Start()
{
equipmentCommon = GetComponent<EquipmentCommon>();
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
}
// Update is called once per frame
void Update()
{
}
#region
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
StartTimer();
}
else
{
StopTimer();
}
}
IEnumerator Timer()
{
while (true)
{
//Debug.Log("Timer fired at: " + Time.time);
yield return new WaitForSeconds(interval); // 等待一段时间后继续执行
RadioDisturbance();
}
}
/// <summary>
/// 开启
/// </summary>
public void StartTimer()
{
if (equipmentCommon.isPlayer && timerCoroutine == null)
{
timerCoroutine = StartCoroutine(Timer());
isTimerRunning = true;
}
}
/// <summary>
/// 停止
/// </summary>
public void StopTimer()
{
if (equipmentCommon.isPlayer && timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
timerCoroutine = null;
isTimerRunning = false;
}
}
#endregion
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(List<List_paraItem> 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 "干扰频率:":
InterferingFrequency = weaponitemone[i].para_value;
interval= float.Parse(InterferingFrequency);
break;
case "干扰模式:":
InterferenceMode = weaponitemone[i].para_value;
break;
case "发射功率:":
TransmittedPower = weaponitemone[i].para_value;
break;
case "干扰角度:":
InterferenceAngle = weaponitemone[i].para_value;
break;
case "干扰距离:":
InterferenceDistance = weaponitemone[i].para_value;
detectionRadius = float.Parse(InterferenceDistance);
break;
default:
break;
}
}
}
/// <summary>
/// 开启无线电干扰
/// </summary>
public void RadioDisturbance()
{
Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRadius); // 检索范围内的所有碰撞体
foreach (Collider col in colliders)
{
if (col.transform.tag == "WRJ")
{
//Debug.Log("检测到无人机: " + col.name);
UnmannedAerialVehicle unmannedAerialVehicle = col.GetComponent<UnmannedAerialVehicle>();
if (unmannedAerialVehicle)
{
//Debug.Log(col.name+"数据链通信频点...:" + unmannedAerialVehicle.dataLinkCommunicationFrequency);
if (unmannedAerialVehicle.dataLinkCommunicationFrequency == "" || InterferingFrequency == "") return;//无数据不执行
if(unmannedAerialVehicle.dataLinkCommunicationFrequency== InterferingFrequency)
{
Debug.Log("干扰...:"+ col.name + "成功。");
unmannedAerialVehicle.BeAssaulted("无线电干扰");
}
}
}
}
}
private void OnDestroy()
{
OnActivationChanged -= OnActivationChangedHandler;
}
}