NewN_UAVPlane/Assets/Zion/Scripts/ModelFunction/LaserFireControlPlatform/LaserFireControlPlatformMan...

199 lines
6.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
/// <summary>
/// 激光火控平台
/// </summary>
public class LaserFireControlPlatformManger : MonoBehaviour
{
/// <summary>
/// 所有激光火控平台
/// </summary>
public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
/// <summary>
/// 是否正在预演
/// </summary>
public bool isStartRehearsing = false;
/// <summary>
/// 测试用
/// </summary>
public string msg;
/// <summary>
/// 测试接受数据
/// </summary>
private Weaponitemone weaponitemones;
#region
/// <summary>
/// 储能间隔时间
/// </summary>
public string StorageIntervalTime;
/// <summary>
/// 毁伤目标累积作用时间
/// </summary>
public string CumulativeActionTimeOfDamageTarget;
/// <summary>
/// 干扰距离
/// </summary>
public string InterferenceDistance;
/// <summary>
/// 干扰角度
/// </summary>
public string InterferenceAngle;
#endregion
#region
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()
{
laserFireControlPlatformMangers.Add(this);
weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
FillInTheData(weaponitemones);//测试写入
//生成激光
GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
_InnerLaserlineRenderer.transform.position = Vector3.zero;
_InnerLaserlineRenderer.transform.SetParent(transform);
InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
_OuterLaserlineRenderer.transform.position = Vector3.zero;
_OuterLaserlineRenderer.transform.SetParent(transform);
OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
//发射激光
//lineRenderer = gameObject.AddComponent<LineRenderer>(); // 在当前GameObject上添加LineRenderer组件
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(Weaponitemone weaponitemone)
{
for (int i = 0; i < weaponitemone.data.Count; i++)
{
switch (weaponitemone.data[i].para_name)
{
case "储能间隔时间:":
StorageIntervalTime = weaponitemone.data[i].para_value;
break;
case "毁伤目标累积作用时间:":
CumulativeActionTimeOfDamageTarget = weaponitemone.data[i].para_value;
break;
case "干扰距离:":
InterferenceDistance = weaponitemone.data[i].para_value;
break;
case "干扰角度:":
InterferenceAngle = weaponitemone.data[i].para_value;
break;
default:
break;
}
}
}
/// <summary>
/// 发射激光
/// </summary>
public void Lasing()
{
if (targetPoint != null)
{
if (isLasing) return;
isLasing = true;
LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(()=> {
laserStartPoint = LaserPoint.transform.position;
Debug.Log("目标点位..:"+targetPoint.position);
//laserEndPoint = Vector3.Lerp(laserStartPoint, targetPoint.position, FireSpeed * Time.deltaTime);
laserEndPoint = targetPoint.position;
CastRayAndRender();
});
}
else
{
Debug.LogError("没有目标");
}
}
public LayerMask layerMask; // 用于指定需要检测的层级
/// <summary>
/// 激光显示
/// </summary>
public void CastRayAndRender()
{
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, laserEndPoint); // 设置线段终点为目标点
}
StrikeDrone(targetPoint.transform);
}
/// <summary>
/// 打击无人机
/// </summary>
private void StrikeDrone(Transform hit)
{
if(hit.transform.tag== "WRJ")
{
UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent<UnmannedAerialVehicle>();
if (unmannedAerialVehicle)
{
unmannedAerialVehicle.BeAssaulted("激光打击");
StartCoroutine(LaserExtinction());
}
}
}
/// <summary>
/// 隐藏激光
/// </summary>
public IEnumerator LaserExtinction()
{
yield return new WaitForSeconds(0.1f);
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, laserStartPoint); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, laserStartPoint); // 设置线段终点为目标点
}
isLasing = false;
}
}