NewN_UAVPlane/Assets/Zion/Scripts/ModelFunction/Radar/RadarManger.cs

328 lines
9.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AdamThinkDevicesData;
using AdamSync;
using System.Linq;
/// <summary>
/// 雷达控制
/// </summary>
public class RadarManger : MonoBehaviour
{
public EquipmentCommon equipmentCommon;
#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
/// <summary>
/// 雷达UI预制体
/// </summary>
public GameObject RadarUiPrefab;
/// <summary>
/// 雷达UI
/// </summary>
public GameObject RadarUi;
/// <summary>
/// 雷达动画
/// </summary>
public Animator aniRandar;
/// <summary>
/// 雷达UI动画播放
/// </summary>
public Animator aniRandarUI;
#region
/// <summary>
/// 转台转速
/// </summary>
public string TurntableSpeed;
/// <summary>
/// 探测距离
/// </summary>
public string DetectionRange;
/// <summary>
/// 近盲区
/// </summary>
public string NearBlindArea;
/// <summary>
/// 批量标处理能力
/// </summary>
public string BatchStandardProcessingCapability;
/// <summary>
/// 探测成功率
/// </summary>
public string DetectionSuccessRate;
/// <summary>
/// 最小探测速度
/// </summary>
public string MinimumDetectionVelocity;
/// <summary>
/// 距离分辨率
/// </summary>
public string RangeResolution;
/// <summary>
/// 方位分辨率
/// </summary>
public string AzimuthResolution;
/// <summary>
/// 方位波束宽度
/// </summary>
public string AzimuthBeamwidth;
/// <summary>
/// 俯仰波束宽度
/// </summary>
public string PitchBeamwidth;
#endregion
/// <summary>
/// 检测范围半径
/// </summary>
public float detectionRadius = 5f; //
/// <summary>
/// 批量标处理能力
/// </summary>
public int NumberOfProbes = 0;
// Start is called before the first frame update
void Start()
{
equipmentCommon = GetComponent<EquipmentCommon>();
aniRandar = GetComponent<Animator>();
if (RadarUi == null)
{
CreateRadarUI();
}
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
//InvokeRepeating("RetrievalUAV", 1, 5);//测试用
}
// 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)
{
Debug.Log("开始检索");
StartTimer();
}
else
{
Debug.Log("停止检索");
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
RetrievalUAV();
}
}
/// <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>
/// 生成雷达UI
/// </summary>
void CreateRadarUI()
{
Transform canvas = GameObject.Find("Canvas").transform;
if (canvas)
{
GameObject _object= Instantiate(RadarUiPrefab, canvas);
RadarUi = _object;
RadarUi.transform.localScale = Vector3.zero;
aniRandarUI = RadarUi.GetComponent<Animator>();
RadarRotationSpeed(TurntableSpeed);
}
}
/// <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 "转台转速:":
TurntableSpeed = weaponitemone[i].para_value;
RadarRotationSpeed(TurntableSpeed);
break;
case "探测距离:":
DetectionRange = weaponitemone[i].para_value;
detectionRadius = float.Parse(DetectionRange)*100;
break;
case "近盲区:":
NearBlindArea = weaponitemone[i].para_value;
break;
case "批量标处理能力:":
BatchStandardProcessingCapability = weaponitemone[i].para_value;
NumberOfProbes = int.Parse(BatchStandardProcessingCapability);
break;
case "探测成功率:":
DetectionSuccessRate = weaponitemone[i].para_value;
break;
case "最小探测速度:":
MinimumDetectionVelocity = weaponitemone[i].para_value;
break;
case "距离分辨率:":
RangeResolution = weaponitemone[i].para_value;
break;
case "方位分辨率:":
AzimuthResolution = weaponitemone[i].para_value;
break;
case "方位波束宽度:":
AzimuthBeamwidth = weaponitemone[i].para_value;
break;
case "俯仰波束宽度:":
PitchBeamwidth = weaponitemone[i].para_value;
break;
default:
break;
}
}
}
/// <summary>
/// 雷达转动速度
/// </summary>
public void RadarRotationSpeed(string speed)
{
float newSpeed = float.Parse(speed);
if (newSpeed <= 0) return;
if (aniRandar)
{
aniRandar.speed = (1 / newSpeed); // 改变动画的播放速度为新速度值
}
if (aniRandarUI)
{
aniRandarUI.speed = (1 / newSpeed); // 改变动画的播放速度为新速度值
}
}
/// <summary>
/// 检索
/// </summary>
public void RetrievalUAV()
{
List<Collider> colliders = Physics.OverlapSphere(transform.position, detectionRadius).ToList(); // 检索范围内的所有碰撞体
int number = 0;
var colliders2 = colliders.FindAll(x => x.tag == "WRJ");
if (colliders2.Count > 0)
{
for(int i=0;i< colliders2.Count; i++)
{
UnmannedAerialVehicle unmannedAerialVehicle = colliders2[i].GetComponent<UnmannedAerialVehicle>();
if (unmannedAerialVehicle)
{
LaserFireControlPlatformManger laserFireControlPlatformManger = LaserFireControlPlatformManger.laserFireControlPlatformMangers.Find(x => (x != null && x.isLasing == false));
if (laserFireControlPlatformManger)
{
laserFireControlPlatformManger.isLasing = true;
Debug.Log(laserFireControlPlatformManger.transform.name + "攻击无人机: " + unmannedAerialVehicle.transform.name);
laserFireControlPlatformManger.targetPoint = unmannedAerialVehicle.transform;
laserFireControlPlatformManger.Lasing();
}
number++;
}
}
}
}
private void OnMouseEnter()
{
Debug.LogError("鼠标进入");
RadarUi.transform.localScale = Vector3.one;
}
private void OnMouseExit()
{
Debug.LogError("鼠标离开");
RadarUi.transform.localScale = Vector3.zero;
}
private void OnDestroy()
{
OnActivationChanged -= OnActivationChangedHandler;
}
}