243 lines
7.3 KiB
C#
243 lines
7.3 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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// 第三方系统实现适配器示例代码
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// 以虚幻引擎为例
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// 需要实现的方法: GetEntity, PublishToExternalSimulation, ReceiveFromExternalSimulation
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using ThreatSource.Simulation;
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/// <summary>
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/// 虚幻引擎适配器类,演示如何将第三方系统集成到仿真系统中
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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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/// - 实体信息的同步和转换
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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 UnrealEngineAdapter : ISimulationAdapter
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{
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/// <summary>
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/// 虚幻引擎API接口,定义了与虚幻引擎交互的基本方法
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/// </summary>
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/// <remarks>
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/// 该接口包含:
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/// - 获取Actor对象
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/// - 生成导弹实体
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/// 实际项目中需要根据具体需求扩展
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/// </remarks>
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public interface IUnrealEngine
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{
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/// <summary>
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/// 根据ID获取虚幻引擎中的Actor对象
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/// </summary>
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/// <param name="id">Actor的唯一标识符</param>
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/// <returns>对应的Actor对象,如果未找到则返回null</returns>
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object? GetActor(string id);
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/// <summary>
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/// 在虚幻引擎中生成导弹实体
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/// </summary>
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/// <param name="senderId">发射者ID</param>
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/// <param name="targetId">目标ID</param>
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void SpawnMissile(string senderId, string targetId);
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}
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/// <summary>
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/// 虚幻引擎实例
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/// </summary>
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/// <remarks>
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/// 用于与虚幻引擎进行实际交互
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/// 通过依赖注入方式提供
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/// </remarks>
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private readonly IUnrealEngine _unrealEngine;
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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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/// <remarks>
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/// 用于管理仿真系统的核心功能
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/// 处理事件分发和状态同步
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/// </remarks>
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private readonly ISimulationManager _simulationManager;
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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">虚幻引擎实例</param>
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/// <param name="simulationManager">仿真管理器实例</param>
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/// <remarks>
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/// 构造过程:
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/// - 验证参数有效性
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/// - 初始化引擎实例
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/// - 初始化管理器实例
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/// </remarks>
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public UnrealEngineAdapter(IUnrealEngine unrealEngine, ISimulationManager simulationManager)
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{
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_unrealEngine = unrealEngine ?? throw new ArgumentNullException(nameof(unrealEngine));
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_simulationManager = simulationManager ?? throw new ArgumentNullException(nameof(simulationManager));
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}
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/// <summary>
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/// 获取指定ID的实体对象
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/// </summary>
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/// <param name="id">实体的唯一标识符</param>
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/// <returns>对应的实体对象,如果未找到则返回null</returns>
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/// <remarks>
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/// 该方法将仿真系统的实体ID转换为虚幻引擎中的实体
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/// </remarks>
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public object? GetEntity(string id)
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{
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return _unrealEngine.GetActor(id);
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}
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/// <summary>
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/// 将事件发布到外部仿真系统(虚幻引擎)
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/// </summary>
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/// <typeparam name="T">事件类型</typeparam>
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/// <param name="evt">要发布的事件对象</param>
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/// <remarks>
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/// 处理过程:
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/// - 识别事件类型
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/// - 转换为虚幻引擎事件
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/// - 调用相应的引擎API
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/// </remarks>
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public void PublishToExternalSimulation<T>(T evt)
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{
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if (evt is MissileFireEvent missileEvt)
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{
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_unrealEngine.SpawnMissile(missileEvt.SenderId, missileEvt.TargetId);
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}
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// ... 处理其他事件类型
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}
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/// <summary>
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/// 接收来自外部仿真系统(虚幻引擎)的事件
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/// </summary>
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/// <typeparam name="T">事件类型</typeparam>
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/// <param name="evt">接收到的事件对象</param>
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/// <remarks>
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/// 处理过程:
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/// - 接收虚幻引擎事件
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/// - 转换为仿真系统事件
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/// - 分发到相应的处理器
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/// </remarks>
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public void ReceiveFromExternalSimulation<T>(T evt)
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{
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// 处理来自虚幻引擎的事件
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}
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/// <summary>
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/// 处理来自虚幻引擎的事件
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/// </summary>
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/// <param name="eventType">事件类型标识符</param>
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/// <param name="data">事件数据对象</param>
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/// <remarks>
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/// 处理过程:
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/// - 解析事件类型
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/// - 转换事件数据
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/// - 调用相应的处理方法
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/// </remarks>
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public void OnUnrealEvent(string eventType, UnrealEventData data)
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{
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if (eventType == "MissileFired")
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{
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var evt = new MissileFireEvent
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{
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SenderId = data.SenderId,
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TargetId = data.TargetId
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};
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_simulationManager.GetSimulationAdapter()?.ReceiveFromExternalSimulation(evt);
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}
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}
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}
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/// <summary>
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/// 虚幻引擎事件数据结构
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/// </summary>
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/// <remarks>
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/// 用于封装虚幻引擎事件的相关数据
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/// 包含事件发送者和目标的标识信息
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/// </remarks>
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public class UnrealEventData
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{
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/// <summary>
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/// 获取或设置事件发送者的ID
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/// </summary>
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public string? SenderId { get; set; }
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/// <summary>
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/// 获取或设置事件目标的ID
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/// </summary>
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public string? TargetId { get; set; }
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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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/// - 仿真系统的初始化
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/// - 适配器的配置
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/// - 事件的处理流程
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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 UnrealSimulation
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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 readonly ISimulationManager _simulationManager;
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/// <summary>
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/// 虚幻引擎实例
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/// </summary>
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private readonly UnrealEngineAdapter.IUnrealEngine _unrealEngine;
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/// <summary>
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/// 初始化虚幻引擎仿真的新实例
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/// </summary>
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/// <remarks>
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/// 初始化过程:
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/// - 创建仿真管理器
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/// - 创建引擎实例
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/// - 配置适配器
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/// </remarks>
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public UnrealSimulation()
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{
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_simulationManager = new SimulationManager();
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_unrealEngine = new UnrealEngineImplementation(); // 实际项目中需要实现这个类
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_simulationManager.SetSimulationAdapter(
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new UnrealEngineAdapter(_unrealEngine, _simulationManager)
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);
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}
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/// <summary>
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/// 处理虚幻引擎事件
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/// </summary>
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/// <param name="eventType">事件类型标识符</param>
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/// <param name="data">事件数据对象</param>
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/// <remarks>
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/// 处理过程:
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/// - 识别事件类型
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/// - 转换事件数据
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/// - 通过适配器分发事件
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/// </remarks>
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public void OnUnrealEvent(string eventType, UnrealEventData data)
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{
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if (eventType == "MissileFired")
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{
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var evt = new MissileFireEvent
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{
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SenderId = data.SenderId,
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TargetId = data.TargetId
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};
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_simulationManager.GetSimulationAdapter()?.ReceiveFromExternalSimulation(evt);
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}
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}
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}
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#endif // 结束编译指令块
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