337 lines
9.7 KiB
C#
337 lines
9.7 KiB
C#
#if NEVER // 使用编译指令确保此文件永远不会被编译
|
||
|
||
// 第三方系统实现适配器示例代码
|
||
// 以Unity引擎为例
|
||
// 需要实现的方法: GetEntity, PublishToExternalSimulation, ReceiveFromExternalSimulation
|
||
|
||
using ThreatSource.Simulation;
|
||
using UnityEngine; // 仅用于示例,实际项目中需要引用真实的Unity命名空间
|
||
|
||
/// <summary>
|
||
/// Unity引擎适配器类,演示如何将Unity引擎集成到仿真系统中
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 该类提供了以下功能:
|
||
/// - Unity引擎与仿真系统的双向通信
|
||
/// - GameObject与实体的映射和转换
|
||
/// - MonoBehaviour生命周期管理
|
||
/// - 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
|
||
/// </remarks>
|
||
public class UnityEngineAdapter : MonoBehaviour, ISimulationAdapter
|
||
{
|
||
/// <summary>
|
||
/// Unity引擎API接口,定义了与Unity引擎交互的基本方法
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 该接口包含:
|
||
/// - 获取GameObject对象
|
||
/// - 生成导弹预制体
|
||
/// - 场景管理
|
||
/// 实际项目中需要根据具体需求扩展
|
||
/// </remarks>
|
||
public interface IUnityEngine
|
||
{
|
||
/// <summary>
|
||
/// 根据ID获取Unity场景中的GameObject对象
|
||
/// </summary>
|
||
/// <param name="id">GameObject的唯一标识符</param>
|
||
/// <returns>对应的GameObject对象,如果未找到则返回null</returns>
|
||
GameObject GetGameObject(string id);
|
||
|
||
/// <summary>
|
||
/// 在Unity场景中实例化导弹预制体
|
||
/// </summary>
|
||
/// <param name="prefabPath">预制体资源路径</param>
|
||
/// <param name="position">生成位置</param>
|
||
/// <param name="rotation">生成朝向</param>
|
||
/// <returns>生成的导弹GameObject实例</returns>
|
||
GameObject InstantiateMissile(string prefabPath, Vector3 position, Quaternion rotation);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity引擎实例
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 用于与Unity引擎进行实际交互
|
||
/// 通过依赖注入方式提供
|
||
/// </remarks>
|
||
private readonly IUnityEngine _unityEngine;
|
||
|
||
/// <summary>
|
||
/// 仿真管理器实例
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 用于管理仿真系统的核心功能
|
||
/// 处理事件分发和状态同步
|
||
/// </remarks>
|
||
private readonly ISimulationManager _simulationManager;
|
||
|
||
/// <summary>
|
||
/// 导弹预制体路径
|
||
/// </summary>
|
||
private const string MissilePrefabPath = "Prefabs/Missile";
|
||
|
||
/// <summary>
|
||
/// 初始化Unity引擎适配器的新实例
|
||
/// </summary>
|
||
/// <param name="unityEngine">Unity引擎实例</param>
|
||
/// <param name="simulationManager">仿真管理器实例</param>
|
||
/// <remarks>
|
||
/// 构造过程:
|
||
/// - 验证参数有效性
|
||
/// - 初始化引擎实例
|
||
/// - 初始化管理器实例
|
||
/// - 注册Unity生命周期事件
|
||
/// </remarks>
|
||
public UnityEngineAdapter(IUnityEngine unityEngine, ISimulationManager simulationManager)
|
||
{
|
||
_unityEngine = unityEngine ?? throw new ArgumentNullException(nameof(unityEngine));
|
||
_simulationManager = simulationManager ?? throw new ArgumentNullException(nameof(simulationManager));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取指定ID的实体对象
|
||
/// </summary>
|
||
/// <param name="id">实体的唯一标识符</param>
|
||
/// <returns>对应的实体对象,如果未找到则返回null</returns>
|
||
/// <remarks>
|
||
/// 该方法将仿真系统的实体ID转换为Unity场景中的GameObject
|
||
/// </remarks>
|
||
public object? GetEntity(string id)
|
||
{
|
||
return _unityEngine.GetGameObject(id);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将事件发布到外部仿真系统(Unity引擎)
|
||
/// </summary>
|
||
/// <typeparam name="T">事件类型</typeparam>
|
||
/// <param name="evt">要发布的事件对象</param>
|
||
/// <remarks>
|
||
/// 处理过程:
|
||
/// - 识别事件类型
|
||
/// - 转换为Unity事件
|
||
/// - 在Unity主线程中执行相应操作
|
||
/// </remarks>
|
||
public void PublishToExternalSimulation<T>(T evt)
|
||
{
|
||
if (evt is MissileFireEvent missileEvt)
|
||
{
|
||
// 获取发射者位置和朝向
|
||
var sender = _unityEngine.GetGameObject(missileEvt.SenderId);
|
||
if (sender != null)
|
||
{
|
||
// 在Unity主线程中实例化导弹
|
||
UnityMainThreadDispatcher.Instance.Enqueue(() =>
|
||
{
|
||
var missile = _unityEngine.InstantiateMissile(
|
||
MissilePrefabPath,
|
||
sender.transform.position,
|
||
sender.transform.rotation
|
||
);
|
||
|
||
// 设置导弹目标
|
||
var missileComponent = missile.GetComponent<MissileController>();
|
||
if (missileComponent != null)
|
||
{
|
||
missileComponent.SetTarget(missileEvt.TargetId);
|
||
}
|
||
});
|
||
}
|
||
}
|
||
// ... 处理其他事件类型
|
||
}
|
||
|
||
/// <summary>
|
||
/// 接收来自外部仿真系统(Unity引擎)的事件
|
||
/// </summary>
|
||
/// <typeparam name="T">事件类型</typeparam>
|
||
/// <param name="evt">接收到的事件对象</param>
|
||
/// <remarks>
|
||
/// 处理过程:
|
||
/// - 接收Unity事件
|
||
/// - 转换为仿真系统事件
|
||
/// - 分发到相应的处理器
|
||
/// </remarks>
|
||
public void ReceiveFromExternalSimulation<T>(T evt)
|
||
{
|
||
// 处理来自Unity引擎的事件
|
||
if (evt is CollisionEvent collisionEvt)
|
||
{
|
||
// 处理碰撞事件
|
||
_simulationManager.HandleCollision(collisionEvt);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity生命周期方法:更新
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 在每一帧执行:
|
||
/// - 更新实体状态
|
||
/// - 处理输入事件
|
||
/// - 同步仿真数据
|
||
/// </remarks>
|
||
private void Update()
|
||
{
|
||
// 在Unity的Update循环中同步状态
|
||
SyncSimulationState();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步仿真状态
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 同步过程:
|
||
/// - 更新实体位置和朝向
|
||
/// - 同步物理状态
|
||
/// - 更新传感器数据
|
||
/// </remarks>
|
||
private void SyncSimulationState()
|
||
{
|
||
// 实现仿真状态同步逻辑
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity事件数据基类
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 用于封装Unity事件的基本信息
|
||
/// 所有具体的Unity事件类型都应该继承此类
|
||
/// </remarks>
|
||
public abstract class UnityEventData
|
||
{
|
||
/// <summary>
|
||
/// 获取或设置事件发送者的ID
|
||
/// </summary>
|
||
public string? SenderId { get; set; }
|
||
|
||
/// <summary>
|
||
/// 获取或设置事件发生的时间戳
|
||
/// </summary>
|
||
public float TimeStamp { get; set; }
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity碰撞事件数据
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 用于封装Unity物理碰撞事件的相关数据
|
||
/// 包含碰撞的详细信息
|
||
/// </remarks>
|
||
public class CollisionEvent : UnityEventData
|
||
{
|
||
/// <summary>
|
||
/// 获取或设置碰撞对象的ID
|
||
/// </summary>
|
||
public string? ColliderId { get; set; }
|
||
|
||
/// <summary>
|
||
/// 获取或设置碰撞点的位置
|
||
/// </summary>
|
||
public Vector3 CollisionPoint { get; set; }
|
||
|
||
/// <summary>
|
||
/// 获取或设置碰撞的冲量
|
||
/// </summary>
|
||
public float ImpulseForce { get; set; }
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity仿真示例类
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 该类演示了:
|
||
/// - Unity仿真系统的初始化
|
||
/// - MonoBehaviour组件的配置
|
||
/// - 事件系统的使用
|
||
/// 用于指导实际项目中的集成实现
|
||
/// </remarks>
|
||
public class UnitySimulation : MonoBehaviour
|
||
{
|
||
/// <summary>
|
||
/// 仿真管理器实例
|
||
/// </summary>
|
||
private readonly ISimulationManager _simulationManager;
|
||
|
||
/// <summary>
|
||
/// Unity引擎实例
|
||
/// </summary>
|
||
private readonly UnityEngineAdapter.IUnityEngine _unityEngine;
|
||
|
||
/// <summary>
|
||
/// Unity引擎适配器实例
|
||
/// </summary>
|
||
private UnityEngineAdapter _adapter;
|
||
|
||
/// <summary>
|
||
/// Unity生命周期方法:初始化
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 初始化过程:
|
||
/// - 创建仿真管理器
|
||
/// - 创建引擎实例
|
||
/// - 配置适配器
|
||
/// - 初始化场景
|
||
/// </remarks>
|
||
private void Awake()
|
||
{
|
||
_simulationManager = new SimulationManager();
|
||
_unityEngine = new UnityEngineImplementation(); // 实际项目中需要实现这个类
|
||
|
||
// 创建并配置适配器
|
||
_adapter = gameObject.AddComponent<UnityEngineAdapter>();
|
||
_simulationManager.SetSimulationAdapter(_adapter);
|
||
|
||
// 初始化场景
|
||
InitializeScene();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始化Unity场景
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 初始化过程:
|
||
/// - 加载必要的资源
|
||
/// - 创建初始实体
|
||
/// - 设置场景参数
|
||
/// </remarks>
|
||
private void InitializeScene()
|
||
{
|
||
// 实现场景初始化逻辑
|
||
}
|
||
|
||
/// <summary>
|
||
/// Unity生命周期方法:销毁
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 清理过程:
|
||
/// - 释放资源
|
||
/// - 清理事件订阅
|
||
/// - 保存必要数据
|
||
/// </remarks>
|
||
private void OnDestroy()
|
||
{
|
||
// 清理资源和状态
|
||
CleanupSimulation();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清理仿真系统
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// 清理过程:
|
||
/// - 停止所有协程
|
||
/// - 移除事件监听
|
||
/// - 销毁动态创建的对象
|
||
/// </remarks>
|
||
private void CleanupSimulation()
|
||
{
|
||
// 实现清理逻辑
|
||
}
|
||
}
|
||
|
||
#endif // 结束编译指令块 |