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

282 lines
9.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using AdamThinkDevicesData;
using AdamSync;
/// <summary>
/// 激光火控平台
/// </summary>
public class LaserFireControlPlatformManger : MonoBehaviour
{
public EquipmentCommon equipmentCommon;
/// <summary>
/// 所有激光火控平台
/// </summary>
public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
#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
#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
/// <summary>
/// 是否这在攻击无人机
/// </summary>
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()
{
equipmentCommon = GetComponent<EquipmentCommon>();
laserFireControlPlatformMangers.Add(this);
//weaponitemones = Newtonsoft.Json.JsonConvert.DeserializeObject<Weaponitemone>(msg);
//FillInTheData(weaponitemones);//测试写入
// 订阅布尔值变化事件
OnActivationChanged += OnActivationChangedHandler;
//生成激光
GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
_InnerLaserlineRenderer.transform.position = Vector3.zero;
//_InnerLaserlineRenderer.transform.SetParent(transform);
InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
_OuterLaserlineRenderer.transform.position = Vector3.zero;
//_OuterLaserlineRenderer.transform.SetParent(transform);
OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// 导条变化调用
/// </summary>
/// <param name="newValue"></param>
void OnActivationChangedHandler(bool newValue)
{
if (newValue)
{
Debug.Log("导条开启时调用");
}
else
{
Debug.Log("导条暂停时调用");
}
}
#region
/// <summary>
/// 数据写入
/// </summary>
/// <param name="weaponitemone"></param>
public void FillInTheData(List<List_paraItem> weaponitemone)
{
for (int i = 0; i < weaponitemone.Count; i++)
{
switch (weaponitemone[i].para_name)
{
case "储能间隔时间:":
StorageIntervalTime = weaponitemone[i].para_value;
break;
case "毁伤目标累积作用时间:":
CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
break;
case "干扰距离:":
InterferenceDistance = weaponitemone[i].para_value;
break;
case "干扰角度:":
InterferenceAngle = weaponitemone[i].para_value;
break;
default:
break;
}
}
}
/// <summary>
/// 发射激光
/// </summary>
public void Lasing()
{
if (targetPoint != null)
{
LaserModer.transform.DOLookAt(targetPoint.position, 0.1f).OnComplete(()=> {
Debug.Log("目标点位..:"+targetPoint.position);
CastRayAndRender();
});
var nowData = GetSyncData();
_ = SyncCreateRoom.SendMessageAsync(string.Format("send2room {0}", nowData));
}
else
{
Debug.LogError("没有目标");
}
}
/// <summary>
/// 激光显示
/// </summary>
public void CastRayAndRender()
{
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 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(1f);
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
}
isLasing = false;
}
#endregion
/// <summary>
/// 激光发射点位
/// </summary>
/// <returns></returns>
protected string GetSyncData()
{
Debug.Log("目标点位..:" + targetPoint.position);
return string.Format("{0},{1},{2},{3}", equipmentCommon.deviceID, targetPoint.position.x, targetPoint.position.y, targetPoint.position.z);
}
/// <summary>
/// 非自生成激光发射台发射激光发射激光
/// </summary>
/// <param name="data"></param>
public void NonSelfGeneratedEmissionLaser(string[] data)
{
Vector3 vector3 = new Vector3(float.Parse(data[1]), float.Parse(data[2]), float.Parse(data[3]));
if (InnerLaserlineRenderer)
{
InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
InnerLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
}
if (OuterLaserlineRenderer)
{
OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
OuterLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
}
StartCoroutine(LaserExtinction());
}
}