#if NEVER // 使用编译指令确保此文件永远不会被编译 // 虚幻引擎集成示例代码 // 展示如何将虚幻引擎与ThreatSource仿真系统集成 // 需要实现的核心功能: 实体同步、事件处理、状态管理 using ThreatSource.Simulation; using ThreatSource.Data; using ThreatSource.Missile; /// /// 虚幻引擎适配器类,演示如何将ThreatSource系统集成到虚幻引擎中 /// /// /// 该类提供了以下功能: /// - 虚幻引擎与仿真系统的双向通信 /// - Actor与仿真实体的映射和同步 /// - 事件的发布和订阅 /// - 数据的适配和转换 /// 本示例代码仅作为参考,展示了基本的集成方法 /// public class UnrealThreatSourceAdapter { /// /// 仿真管理器实例 /// private ISimulationManager _simulationManager; /// /// 数据管理器实例 /// private ThreatSourceDataManager _dataManager; /// /// 实体映射字典:仿真实体ID -> 虚幻引擎Actor引用 /// private Dictionary _entityActors = new Dictionary(); /// /// 虚幻引擎接口(需要在实际项目中实现) /// public interface IUnrealEngineInterface { /// /// 在虚幻引擎中生成Actor /// /// Actor类名 /// 位置 /// 旋转 /// 生成的Actor引用 object SpawnActor(string actorClass, Vector3 location, Vector3 rotation); /// /// 销毁Actor /// /// 要销毁的Actor void DestroyActor(object actor); /// /// 设置Actor位置 /// /// Actor引用 /// 新位置 void SetActorLocation(object actor, Vector3 location); /// /// 设置Actor旋转 /// /// Actor引用 /// 新旋转 void SetActorRotation(object actor, Vector3 rotation); /// /// 播放特效 /// /// 特效名称 /// 播放位置 void PlayEffect(string effectName, Vector3 location); } private readonly IUnrealEngineInterface _unrealEngine; /// /// 初始化虚幻引擎适配器的新实例 /// /// 虚幻引擎接口实现 public UnrealThreatSourceAdapter(IUnrealEngineInterface unrealEngine) { _unrealEngine = unrealEngine ?? throw new ArgumentNullException(nameof(unrealEngine)); InitializeSimulation(); } /// /// 初始化仿真系统 /// private void InitializeSimulation() { try { // 创建仿真管理器和数据管理器 _simulationManager = new SimulationManager(); _dataManager = new ThreatSourceDataManager(); // 启动仿真 _simulationManager.StartSimulation(0.02); // 20ms时间步长 // 订阅仿真事件 _simulationManager.Subscribe(OnMissileFireEvent); _simulationManager.Subscribe(OnMissileExplodeEvent); _simulationManager.Subscribe(OnFlightPhaseChangeEvent); Console.WriteLine("ThreatSource仿真系统初始化成功"); } catch (Exception ex) { Console.WriteLine($"仿真系统初始化失败: {ex.Message}"); } } /// /// 更新仿真(应在虚幻引擎的Tick中调用) /// public void UpdateSimulation() { if (_simulationManager != null) { // 更新仿真 _simulationManager.UpdateSimulation(); // 同步实体状态 SyncEntityStates(); } } /// /// 同步仿真实体状态到虚幻引擎Actor /// private void SyncEntityStates() { foreach (var kvp in _entityActors) { string entityId = kvp.Key; object actor = kvp.Value; // 获取仿真实体 var entity = _simulationManager.GetEntity(entityId); if (entity != null && entity.KState != null) { // 同步位置(转换坐标系:ThreatSource使用右手坐标系,虚幻引擎使用左手坐标系) var location = new Vector3( entity.KState.Position.X, -entity.KState.Position.Y, // Y轴翻转 entity.KState.Position.Z ); _unrealEngine.SetActorLocation(actor, location); // 同步旋转 var orientation = entity.KState.Orientation; var rotation = new Vector3( orientation.Pitch * 180.0f / Math.PI, // 转换为度 -orientation.Yaw * 180.0f / Math.PI, // Y轴翻转 orientation.Roll * 180.0f / Math.PI ); _unrealEngine.SetActorRotation(actor, rotation); } } } /// /// 创建导弹实体 /// /// 导弹类型 /// 初始位置 /// 目标ID /// 导弹ID public string CreateMissile(string missileType, Vector3 location, string targetId) { try { // 从配置创建导弹 var missileData = _dataManager.GetMissile(missileType); string missileId = $"missile_{Guid.NewGuid():N}"; var missile = new InfraredImagingTerminalGuidanceMissile(missileId, missileData) { KState = new KinematicState { Position = new ThreatSource.Simulation.Vector3(location.X, -location.Y, location.Z), Velocity = new ThreatSource.Simulation.Vector3(0, 0, 0), Orientation = new Orientation(0, 0, 0) } }; // 注册到仿真系统 _simulationManager.RegisterEntity(missile); // 在虚幻引擎中创建Actor var missileActor = _unrealEngine.SpawnActor("BP_Missile", location, new Vector3(0, 0, 0)); if (missileActor != null) { // 建立映射关系 _entityActors[missileId] = missileActor; Console.WriteLine($"创建导弹: {missileId}, 目标: {targetId}"); return missileId; } else { Console.WriteLine($"无法在虚幻引擎中创建导弹Actor"); return null; } } catch (Exception ex) { Console.WriteLine($"创建导弹失败: {ex.Message}"); return null; } } /// /// 创建目标实体 /// /// 目标ID /// 位置 /// 速度 /// 是否创建成功 public bool CreateTarget(string targetId, Vector3 location, Vector3 velocity) { try { // 创建目标实体 var target = new BaseEquipment(targetId) { KState = new KinematicState { Position = new ThreatSource.Simulation.Vector3(location.X, -location.Y, location.Z), Velocity = new ThreatSource.Simulation.Vector3(velocity.X, -velocity.Y, velocity.Z), Orientation = new Orientation(0, 0, 0) } }; // 注册到仿真系统 _simulationManager.RegisterEntity(target); // 在虚幻引擎中创建Actor var targetActor = _unrealEngine.SpawnActor("BP_Target", location, new Vector3(0, 0, 0)); if (targetActor != null) { // 建立映射关系 _entityActors[targetId] = targetActor; Console.WriteLine($"创建目标: {targetId}"); return true; } else { Console.WriteLine($"无法在虚幻引擎中创建目标Actor"); return false; } } catch (Exception ex) { Console.WriteLine($"创建目标失败: {ex.Message}"); return false; } } /// /// 处理导弹发射事件 /// private void OnMissileFireEvent(MissileFireEvent evt) { Console.WriteLine($"导弹发射事件: {evt.SenderId} -> {evt.TargetId}"); // 播放发射特效 if (_entityActors.TryGetValue(evt.SenderId, out object missileActor)) { // 获取导弹位置并播放发射特效 var entity = _simulationManager.GetEntity(evt.SenderId); if (entity != null && entity.KState != null) { var location = new Vector3( entity.KState.Position.X, -entity.KState.Position.Y, entity.KState.Position.Z ); _unrealEngine.PlayEffect("FX_MissileLaunch", location); } } } /// /// 处理导弹爆炸事件 /// private void OnMissileExplodeEvent(MissileExplodeEvent evt) { Console.WriteLine($"导弹爆炸事件: {evt.SenderId} 在位置 {evt.Position}"); if (_entityActors.TryGetValue(evt.SenderId, out object missileActor)) { // 播放爆炸特效 var location = new Vector3( evt.Position.X, -evt.Position.Y, evt.Position.Z ); _unrealEngine.PlayEffect("FX_Explosion", location); // 销毁导弹Actor _unrealEngine.DestroyActor(missileActor); _entityActors.Remove(evt.SenderId); } } /// /// 处理飞行阶段变化事件 /// private void OnFlightPhaseChangeEvent(FlightPhaseChangeEvent evt) { Console.WriteLine($"导弹 {evt.SenderId} 进入 {evt.NewPhase} 阶段"); // 可以根据飞行阶段改变导弹的视觉表现 if (_entityActors.TryGetValue(evt.SenderId, out object missileActor)) { switch (evt.NewPhase) { case FlightPhase.Boost: // 助推阶段:播放推进器特效 _unrealEngine.PlayEffect("FX_BoostTrail", GetActorLocation(missileActor)); break; case FlightPhase.Midcourse: // 中段飞行:调整拖尾特效 _unrealEngine.PlayEffect("FX_MidcourseTrail", GetActorLocation(missileActor)); break; case FlightPhase.Terminal: // 末段制导:改变特效颜色 _unrealEngine.PlayEffect("FX_TerminalTrail", GetActorLocation(missileActor)); break; } } } /// /// 获取Actor位置(示例方法,实际需要通过虚幻引擎API实现) /// private Vector3 GetActorLocation(object actor) { // 这里应该调用虚幻引擎的API获取Actor位置 // 示例返回零向量 return new Vector3(0, 0, 0); } /// /// 清理仿真系统 /// public void Cleanup() { if (_simulationManager != null) { _simulationManager.StopSimulation(); _simulationManager = null; } // 清理Actor映射 foreach (var actor in _entityActors.Values) { _unrealEngine.DestroyActor(actor); } _entityActors.Clear(); Console.WriteLine("ThreatSource仿真系统已清理"); } } /// /// 虚幻引擎仿真示例类 /// /// /// 该类演示了: /// - 虚幻引擎仿真系统的初始化 /// - 适配器的配置和使用 /// - 事件系统的使用 /// 用于指导实际项目中的集成实现 /// public class UnrealSimulationExample { private UnrealThreatSourceAdapter _adapter; private UnrealThreatSourceAdapter.IUnrealEngineInterface _unrealEngine; /// /// 初始化示例 /// /// 虚幻引擎接口实现 public void Initialize(UnrealThreatSourceAdapter.IUnrealEngineInterface unrealEngine) { _unrealEngine = unrealEngine; _adapter = new UnrealThreatSourceAdapter(_unrealEngine); Console.WriteLine("虚幻引擎ThreatSource集成示例初始化完成"); } /// /// 运行示例场景 /// public void RunExampleScene() { try { // 创建目标 var targetLocation = new Vector3(5000, 0, 1000); // 5km距离,1km高度 var targetVelocity = new Vector3(-50, 0, 0); // 50m/s向西移动 _adapter.CreateTarget("target_001", targetLocation, targetVelocity); // 创建导弹 var missileLocation = new Vector3(0, 0, 100); // 起始位置 string missileId = _adapter.CreateMissile("IR_Missile_Example", missileLocation, "target_001"); if (!string.IsNullOrEmpty(missileId)) { Console.WriteLine($"示例场景创建成功 - 导弹: {missileId}, 目标: target_001"); } else { Console.WriteLine("示例场景创建失败"); } } catch (Exception ex) { Console.WriteLine($"运行示例场景失败: {ex.Message}"); } } /// /// 更新仿真(应在虚幻引擎的Tick中调用) /// public void Tick() { _adapter?.UpdateSimulation(); } /// /// 清理资源 /// public void Cleanup() { _adapter?.Cleanup(); Console.WriteLine("虚幻引擎ThreatSource集成示例已清理"); } } /// /// 虚幻引擎接口的示例实现(仅用于演示) /// /// /// 实际项目中需要使用真实的虚幻引擎API实现此接口 /// public class MockUnrealEngineInterface : UnrealThreatSourceAdapter.IUnrealEngineInterface { private Dictionary _actorLocations = new Dictionary(); private Dictionary _actorRotations = new Dictionary(); public object SpawnActor(string actorClass, Vector3 location, Vector3 rotation) { var actor = new object(); // 模拟Actor对象 _actorLocations[actor] = location; _actorRotations[actor] = rotation; Console.WriteLine($"模拟生成Actor: {actorClass} 在位置 {location}"); return actor; } public void DestroyActor(object actor) { _actorLocations.Remove(actor); _actorRotations.Remove(actor); Console.WriteLine("模拟销毁Actor"); } public void SetActorLocation(object actor, Vector3 location) { if (_actorLocations.ContainsKey(actor)) { _actorLocations[actor] = location; } } public void SetActorRotation(object actor, Vector3 rotation) { if (_actorRotations.ContainsKey(actor)) { _actorRotations[actor] = rotation; } } public void PlayEffect(string effectName, Vector3 location) { Console.WriteLine($"模拟播放特效: {effectName} 在位置 {location}"); } } #endif // 结束编译指令块