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