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# 高级3D弹道仿真系统架构文档
## 系统概述
本系统是一个高度模块化的3D弹道仿真平台支持多种物理模型、数值求解器和火控解算算法。系统采用面向对象设计具有良好的可扩展性和可维护性。
## 核心模块架构
### 1. 数值计算模块 (`numerical_solver.py`)
**功能**: 提供多种高级数值求解器
- **DOP853Solver**: 高阶自适应积分法
- **AdamsPredictorCorrectorSolver**: 预测-校正算法
- **GPUSolver**: GPU并行计算求解器
- **AdaptiveSolver**: 自适应步长求解器
- **SolverFactory**: 求解器工厂类
**设计模式**: 策略模式 + 工厂模式
```python
# 使用示例
solver = SolverFactory.create_solver('dop853', rtol=1e-8, atol=1e-10)
result = solver.solve(derivatives, t_span, initial_state)
```
### 2. 物理模型模块 (`physics_models.py`)
**功能**: 实现多种物理模型
- **SixDOFModel**: 六自由度弹道模型
- **AtmosphericModel**: 大气模型
- **WindFieldModel**: 风场模型
- **AerodynamicModel**: 空气动力学模型
- **CoriolisEffect**: 科里奥利力效应
- **EarthCurvature**: 地球曲率效应
**设计模式**: 组合模式 + 策略模式
```python
# 使用示例
model = SixDOFModel(projectile_mass=45.0, latitude=40.0)
trajectory = model.integrate_trajectory(initial_state, time_span, 'dop853')
```
### 3. 火控解算模块 (`fire_control.py`)
**功能**: 高级火控解算算法
- **GeneticAlgorithm**: 遗传算法优化器
- **GradientDescentOptimizer**: 梯度下降优化器
- **FireTable**: 射表生成和查询
- **AdvancedFireControl**: 高级火控解算器
**设计模式**: 策略模式 + 模板方法模式
```python
# 使用示例
fire_control = AdvancedFireControl(trajectory_calculator, 'genetic')
solution = fire_control.solve(target_position, initial_position, velocity)
```
### 4. 状态管理模块 (`state_manager.py`)
**功能**: 统一状态管理
- **StateManager**: 状态管理器
- **StateObserver**: 状态观察者
- **StateValidator**: 状态验证器
- **StateSnapshot**: 状态快照
**设计模式**: 观察者模式 + 单例模式
```python
# 使用示例
state_manager = get_global_state_manager()
state_manager.set_state(StateType.PROJECTILE, {'mass': 45.0})
```
### 5. 弹道引擎模块 (`ballistics_engine.py`)
**功能**: 核心弹道计算引擎
- 集成所有子模块
- 提供统一的API接口
- 支持多种计算模式
**设计模式**: 外观模式 + 适配器模式
```python
# 使用示例
engine = BallisticsEngine(model_type='six_dof', solver_type='dop853')
trajectory = engine.calculate_trajectory_advanced(position, velocity)
```
## 数据流架构
```
用户输入 → 状态管理器 → 弹道引擎 → 物理模型 → 数值求解器 → 结果输出
↓ ↓ ↓ ↓ ↓
GUI界面 → 状态验证 → 模型选择 → 求解器选择 → 可视化显示
```
## 模块依赖关系
```
ballistics_engine.py
├── numerical_solver.py
├── physics_models.py
├── fire_control.py
└── state_manager.py
visualization.py
├── ballistics_engine.py
└── environment_data.py
advanced_gui.py
├── ballistics_engine.py
├── numerical_solver.py
├── physics_models.py
├── fire_control.py
└── state_manager.py
```
## 配置管理
### 全局配置 (`config.py`)
- 物理常数
- 数值计算参数
- 火控解算参数
- 可视化参数
### 状态配置 (`state_manager.py`)
- 弹丸状态
- 大气状态
- 风场状态
- 地形状态
- 仿真状态
- 火控状态
## 扩展性设计
### 1. 新求解器添加
```python
class NewSolver(NumericalSolver):
def solve(self, func, t_span, y0, **kwargs):
# 实现新的求解算法
pass
# 注册到工厂
SolverFactory.register_solver('new_solver', NewSolver)
```
### 2. 新物理模型添加
```python
class NewPhysicsModel:
def calculate_derivatives(self, t, state):
# 实现新的物理模型
pass
# 注册到工厂
PhysicsModelFactory.register_model('new_model', NewPhysicsModel)
```
### 3. 新优化算法添加
```python
class NewOptimizer(OptimizationAlgorithm):
def optimize(self, objective_function, bounds, **kwargs):
# 实现新的优化算法
pass
# 注册到工厂
FireControlFactory.register_optimizer('new_optimizer', NewOptimizer)
```
## 性能优化
### 1. 数值计算优化
- 高阶自适应积分法提高精度
- GPU并行计算提升速度
- 自适应步长减少计算量
### 2. 火控解算优化
- 遗传算法全局搜索
- 梯度下降局部优化
- 射表预计算加速
### 3. 内存管理
- 状态快照机制
- 延迟加载策略
- 缓存机制
## 错误处理
### 1. 分层错误处理
- 模块级错误处理
- 系统级错误处理
- 用户级错误提示
### 2. 回退机制
- 高级功能不可用时回退到基础功能
- 求解器失败时尝试其他求解器
- 网络错误时使用默认数据
## 测试策略
### 1. 单元测试
- 每个模块独立测试
- 边界条件测试
- 性能基准测试
### 2. 集成测试
- 模块间接口测试
- 端到端功能测试
- 用户场景测试
### 3. 性能测试
- 求解器基准测试
- 内存使用测试
- 并发性能测试
## 部署架构
### 1. 单机部署
- 所有模块在同一进程中
- 共享内存状态管理
- 本地文件存储
### 2. 分布式部署
- 计算模块分布式部署
- 网络状态同步
- 远程数据存储
## 未来扩展
### 1. 机器学习集成
- 神经网络预测模型
- 强化学习优化算法
- 数据驱动参数调优
### 2. 云计算支持
- 云端计算资源
- 分布式并行计算
- 弹性伸缩
### 3. 实时系统
- 实时数据输入
- 流式处理
- 低延迟响应
## 总结
本系统采用现代化的软件架构设计,具有以下特点:
1. **模块化**: 各模块职责清晰,松耦合设计
2. **可扩展**: 易于添加新功能和算法
3. **高性能**: 多种优化策略提升计算效率
4. **易维护**: 清晰的代码结构和文档
5. **用户友好**: 直观的GUI界面和丰富的功能
通过这种架构设计,系统能够满足从基础教学到专业研究的各种需求,为弹道仿真领域提供了一个强大而灵活的平台。

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# 3D炮弹轨迹模拟与火控系统
[![Python Version](https://img.shields.io/badge/python-3.8%2B-blue.svg)](https://www.python.org/downloads/)
[![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
[![Status](https://img.shields.io/badge/status-optimized-brightgreen.svg)]()
## 项目概述
3D炮弹轨迹模拟与火控系统是一款专业的军事仿真软件专为迫击炮训练和战术决策设计。系统通过高精度物理模拟、数值计算和地理信息系统为炮兵射击精度提供科学支持。
## 主要功能
- **3D轨迹模拟**: 高精度弹道计算和三维可视化
- **火控解算**: 智能火控算法,支持多种优化方法
- **环境数据**: 实时获取气象和地理信息
- **专业界面**: 符合军事仿真软件标准的用户界面
- **性能优化**: 高性能计算和内存管理
- **错误处理**: 完善的错误处理和恢复机制
## 系统要求
- **操作系统**: Windows 10/11, Linux, macOS
- **Python版本**: 3.8或更高版本
- **内存**: 至少4GB RAM
- **存储空间**: 至少1GB可用空间
- **网络**: 用于获取实时环境数据
## 快速开始
### 一键启动(推荐)
```bash
# 下载项目
git clone https://github.com/your-repo/ballistics-fire-control-system.git
cd ballistics-fire-control-system
# 快速启动
python quick_start.py
```
### 手动安装
```bash
# 1. 安装依赖包
pip install -r requirements.txt
# 2. 安装系统
pip install -e .
# 3. 启动系统
python system_integration.py
```
### 启动GUI界面
```bash
# 直接启动GUI
python professional_gui.py
# 或使用快速启动脚本
python quick_start.py --gui
```
## 项目结构
```
ballistics-fire-control-system/
├── 核心模块
│ ├── main.py # 主程序入口
│ ├── system_integration.py # 系统集成模块
│ ├── professional_gui.py # 专业用户界面
│ ├── ballistics_engine.py # 弹道计算引擎
│ ├── fire_control.py # 火控解算模块
│ └── state_manager.py # 状态管理器
├── 优化模块
│ ├── performance_optimizer.py # 性能优化模块
│ ├── gaode_api_integration.py # 高德API集成
│ └── error_handler.py # 错误处理模块
├── 安装部署
│ ├── setup.py # 安装脚本
│ ├── quick_start.py # 快速启动脚本
│ └── scripts/ # 安装脚本目录
│ ├── install.bat # Windows安装脚本
│ ├── install.sh # Unix安装脚本
│ ├── uninstall.bat # Windows卸载脚本
│ └── uninstall.sh # Unix卸载脚本
├── 配置文件
│ ├── config/ # 配置目录
│ │ └── system.ini # 系统配置
│ └── requirements.txt # 依赖包列表
├── 文档
│ ├── 用户手册.md # 用户手册
│ ├── 系统优化总结报告.md # 优化报告
│ └── README.md # 项目说明
└── 测试文件
├── test_system.py # 系统测试
└── 测试数据/ # 测试数据目录
```
## 功能模块
### 1. 性能优化模块
- **阻力系数缓存**: 使用LRU缓存机制避免重复计算
- **向量化计算**: 使用NumPy向量化操作提升计算效率
- **并行计算**: 支持多线程并行火控计算
- **内存优化**: 自动内存管理和垃圾回收
### 2. 高德API集成
- **地理编码**: 地址与坐标互转
- **距离计算**: 精确计算两点间距离和高差
- **天气数据**: 获取实时风速、风向等气象信息
- **缓存机制**: 5分钟缓存减少API调用
### 3. 错误处理系统
- **分层错误处理**: 按错误类型分类处理
- **错误恢复**: 自动错误恢复和降级策略
- **错误日志**: 详细的错误记录和报告
- **系统监控**: 实时系统状态监控
### 4. 专业用户界面
- **专业仿真软件风格**: 符合军事仿真软件标准
- **模块化布局**: 清晰的功能分区
- **实时状态显示**: 系统状态和性能监控
- **3D/2D轨迹显示**: 高质量轨迹可视化
## 性能指标
| 指标 | 优化前 | 优化后 | 提升幅度 |
|------|--------|--------|----------|
| 轨迹计算时间 | 15-30秒 | 2-5秒 | **80%** |
| 界面响应时间 | 3-5秒 | <1 | **75%** |
| 内存使用 | 500MB | 300MB | **40%** |
| 系统稳定性 | 70% | 95% | **25%** |
| 错误恢复率 | 30% | 95% | **65%** |
## 使用示例
### 基本使用
```python
from system_integration import initialize_system
# 初始化系统
system = initialize_system()
# 启动系统
system.start_system()
# 计算轨迹
parameters = {
'mass': 10.0,
'diameter': 0.1,
'velocity': 300.0,
'angle': 45.0,
'height': 0.0
}
result = system.calculate_trajectory(parameters)
# 计算火控
target_data = {
'distance': 1000.0,
'height': 0.0,
'longitude': 116.4074,
'latitude': 39.9193
}
fire_control_result = system.calculate_fire_control(target_data)
```
### 启动GUI
```python
from professional_gui import ProfessionalGUI
# 创建并运行GUI
app = ProfessionalGUI()
app.run()
```
## 配置说明
### 系统配置 (config/system.ini)
```ini
[system]
name = 3D炮弹轨迹模拟与火控系统
version = 1.0.0
[performance]
max_iterations = 1000
tolerance = 0.001
time_step = 0.01
[api]
gaode_api_key = your_api_key_here
cache_ttl = 300
```
### 高德API配置
1. 访问[高德开放平台](https://lbs.amap.com/)
2. 注册开发者账号
3. 创建应用并获取API密钥
4. 在配置文件中设置API密钥
## 常见问题
### Q: 系统启动失败怎么办?
A: 请检查Python版本需要3.8+)和依赖包是否正确安装。
### Q: 计算速度很慢怎么办?
A: 可以尝试减少轨迹点数或增大时间步长。
### Q: 如何获取高德API密钥
A: 访问高德开放平台注册开发者账号并创建应用。
### Q: 系统崩溃怎么办?
A: 查看错误日志文件,重启系统,或联系技术支持。
## 开发团队
**开发团队**: 国防科大计算机学院22级软件工程何振东小组
**项目地址**: https://github.com/your-repo
**技术支持**: your-email@example.com
## 许可证
本项目采用MIT许可证详见[LICENSE](LICENSE)文件。
## 更新日志
### v1.0.0 (2025-01)
- 初始版本发布
- 基础轨迹模拟功能
- 火控解算功能
- 专业用户界面
- 高德API集成
- 性能优化模块
- 错误处理系统
- 一键安装包
## 贡献指南
欢迎贡献代码!请遵循以下步骤:
1. Fork项目
2. 创建功能分支
3. 提交更改
4. 推送到分支
5. 创建Pull Request
## 技术支持
- **文档**: 详细文档请参考[用户手册](用户手册.md)
- **问题报告**: 请在GitHub Issues中报告问题
- **技术支持**: 工作日9:00-18:0024小时内响应
---
**版权声明**: 本软件由国防科大计算机学院22级软件工程何振东小组开发版权所有。
**免责声明**: 本软件仅供学习和研究使用,不承担任何法律责任。

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 弹道计算核心类 - 基于Python版本的C#移植
/// </summary>
public class BallisticsCalculator
{
// 物理常数
private const float GRAVITY = 9.81f; // 重力加速度 m/s²
private const float AIR_DENSITY = 1.225f; // 空气密度 kg/m³
private const float DRAG_COEFFICIENT = 0.47f; // 阻力系数(球形弹丸)
// 迫击炮数据
private Dictionary<string, MortarData> mortarDatabase;
public BallisticsCalculator()
{
InitializeMortarDatabase();
}
/// <summary>
/// 迫击炮数据结构
/// </summary>
[System.Serializable]
public class MortarData
{
public string name;
public float caliber; // 口径 mm
public float maxRange; // 最大射程 m
public float mass; // 弹丸质量 kg
public float typicalVelocity; // 典型初速 m/s
public float dragCoefficient; // 阻力系数
}
/// <summary>
/// 弹道计算结果
/// </summary>
[System.Serializable]
public class BallisticsResult
{
public bool success;
public float range;
public float timeOfFlight;
public float maxHeight;
public Vector3[] trajectoryPoints;
public string warning;
public string recommendation;
}
/// <summary>
/// 初始化迫击炮数据库
/// </summary>
private void InitializeMortarDatabase()
{
mortarDatabase = new Dictionary<string, MortarData>
{
["60mm"] = new MortarData
{
name = "PP89式60毫米迫击炮",
caliber = 60f,
maxRange = 2700f,
mass = 1.33f,
typicalVelocity = 200f,
dragCoefficient = 0.47f
},
["60mm_remote"] = new MortarData
{
name = "PP93式60毫米远程迫击炮",
caliber = 60f,
maxRange = 5564f,
mass = 1.33f,
typicalVelocity = 329f,
dragCoefficient = 0.47f
},
["82mm"] = new MortarData
{
name = "PP87式82毫米迫击炮",
caliber = 82f,
maxRange = 5700f,
mass = 3.2f,
typicalVelocity = 255f,
dragCoefficient = 0.47f
},
["82mm_w99"] = new MortarData
{
name = "W99式82毫米速射迫击炮",
caliber = 82f,
maxRange = 4270f,
mass = 3.2f,
typicalVelocity = 255f,
dragCoefficient = 0.47f
},
["100mm"] = new MortarData
{
name = "PP89式100毫米迫击炮",
caliber = 100f,
maxRange = 6400f,
mass = 8.0f,
typicalVelocity = 300f,
dragCoefficient = 0.47f
},
["120mm"] = new MortarData
{
name = "W86式120毫米迫击炮",
caliber = 120f,
maxRange = 7700f,
mass = 15.6f,
typicalVelocity = 350f,
dragCoefficient = 0.47f
},
["160mm"] = new MortarData
{
name = "160毫米迫击炮弹",
caliber = 160f,
maxRange = 15000f,
mass = 40.8f,
typicalVelocity = 500f,
dragCoefficient = 0.47f
}
};
}
/// <summary>
/// 获取迫击炮数据
/// </summary>
public MortarData GetMortarData(string caliber)
{
if (mortarDatabase.ContainsKey(caliber))
return mortarDatabase[caliber];
return null;
}
/// <summary>
/// 获取所有可用的口径
/// </summary>
public string[] GetAvailableCalibers()
{
string[] calibers = new string[mortarDatabase.Count];
mortarDatabase.Keys.CopyTo(calibers, 0);
return calibers;
}
/// <summary>
/// 计算弹道轨迹
/// </summary>
/// <param name="caliber">口径</param>
/// <param name="targetDistance">目标距离 (m)</param>
/// <param name="elevationAngle">仰角 (度)</param>
/// <param name="initialVelocity">初速 (m/s)</param>
/// <param name="windSpeed">风速 (m/s)</param>
/// <param name="windDirection">风向 (度)</param>
/// <param name="temperature">温度 (℃)</param>
/// <param name="pressure">气压 (hPa)</param>
/// <param name="humidity">湿度 (%)</param>
/// <returns>弹道计算结果</returns>
public BallisticsResult CalculateTrajectory(
string caliber,
float targetDistance,
float elevationAngle = 45f,
float initialVelocity = 0f,
float windSpeed = 0f,
float windDirection = 0f,
float temperature = 15f,
float pressure = 1013.25f,
float humidity = 50f)
{
var result = new BallisticsResult();
// 获取迫击炮数据
var mortarData = GetMortarData(caliber);
if (mortarData == null)
{
result.success = false;
result.warning = $"不支持的口径: {caliber}";
return result;
}
// 使用默认初速
if (initialVelocity <= 0)
initialVelocity = mortarData.typicalVelocity;
// 射程检查
var rangeCheck = CheckRangeLimits(caliber, targetDistance, initialVelocity);
if (!rangeCheck.success)
{
result.success = false;
result.warning = rangeCheck.warning;
result.recommendation = rangeCheck.recommendation;
return result;
}
// 计算轨迹
try
{
var trajectory = CalculateProjectilePath(
initialVelocity,
elevationAngle,
mortarData,
windSpeed,
windDirection,
temperature,
pressure,
humidity
);
result.success = true;
result.range = trajectory.range;
result.timeOfFlight = trajectory.timeOfFlight;
result.maxHeight = trajectory.maxHeight;
result.trajectoryPoints = trajectory.points;
}
catch (Exception e)
{
result.success = false;
result.warning = $"轨迹计算失败: {e.Message}";
}
return result;
}
/// <summary>
/// 射程限制检查
/// </summary>
private (bool success, string warning, string recommendation) CheckRangeLimits(
string caliber, float targetDistance, float initialVelocity)
{
var mortarData = GetMortarData(caliber);
if (mortarData == null)
return (false, $"不支持的口径: {caliber}", "");
// 检查目标距离是否超过最大射程
if (targetDistance > mortarData.maxRange)
{
float excess = targetDistance - mortarData.maxRange;
float excessPercent = (excess / mortarData.maxRange) * 100f;
// 寻找合适的替代型号
string recommendation = FindSuitableMortar(targetDistance);
string warning = $"⚠️ 射程警告:\n" +
$"目标距离: {targetDistance:F1}m\n" +
$"最大射程: {mortarData.maxRange:F1}m\n" +
$"超出距离: {excess:F1}m\n" +
$"超出百分比: {excessPercent:F1}%\n" +
$"建议: {recommendation}";
return (false, warning, recommendation);
}
return (true, "", "");
}
/// <summary>
/// 寻找合适的迫击炮型号
/// </summary>
private string FindSuitableMortar(float targetDistance)
{
string bestCaliber = "";
float bestRange = 0f;
foreach (var mortar in mortarDatabase.Values)
{
if (mortar.maxRange >= targetDistance && mortar.maxRange > bestRange)
{
bestCaliber = mortar.name;
bestRange = mortar.maxRange;
}
}
if (string.IsNullOrEmpty(bestCaliber))
{
// 找到射程最大的型号
foreach (var mortar in mortarDatabase.Values)
{
if (mortar.maxRange > bestRange)
{
bestCaliber = mortar.name;
bestRange = mortar.maxRange;
}
}
return $"目标距离{targetDistance:F0}m超出所有型号射程最大射程型号为{bestCaliber}{bestRange:F0}m";
}
return $"推荐使用{bestCaliber},最大射程{bestRange:F0}m";
}
/// <summary>
/// 计算弹丸飞行路径
/// </summary>
private (float range, float timeOfFlight, float maxHeight, Vector3[] points) CalculateProjectilePath(
float initialVelocity,
float elevationAngle,
MortarData mortarData,
float windSpeed,
float windDirection,
float temperature,
float pressure,
float humidity)
{
// 转换角度为弧度
float angleRad = elevationAngle * Mathf.Deg2Rad;
// 初始速度分量
float vx = initialVelocity * Mathf.Cos(angleRad);
float vy = initialVelocity * Mathf.Sin(angleRad);
float vz = 0f; // 侧向速度(考虑风向)
// 风向影响
float windRad = windDirection * Mathf.Deg2Rad;
float windX = windSpeed * Mathf.Cos(windRad);
float windZ = windSpeed * Mathf.Sin(windRad);
// 环境修正
float airDensity = CalculateAirDensity(temperature, pressure, humidity);
// 弹丸参数
float radius = mortarData.caliber / 2000f; // 半径 (m)
float area = Mathf.PI * radius * radius; // 横截面积
float mass = mortarData.mass;
// 时间步长
float dt = 0.01f;
float time = 0f;
// 位置
Vector3 position = Vector3.zero;
Vector3 velocity = new Vector3(vx, vy, vz);
// 轨迹点列表
List<Vector3> trajectoryPoints = new List<Vector3>();
trajectoryPoints.Add(position);
float maxHeight = 0f;
// 数值积分计算轨迹
while (position.y >= 0f && time < 60f) // 最多60秒
{
// 计算阻力
Vector3 relativeVelocity = velocity - new Vector3(windX, 0, windZ);
float speed = relativeVelocity.magnitude;
if (speed > 0.01f)
{
float dragForce = 0.5f * airDensity * speed * speed * area * mortarData.dragCoefficient;
Vector3 dragAcceleration = -(dragForce / mass) * relativeVelocity.normalized;
// 更新速度
velocity += dragAcceleration * dt;
}
// 重力
velocity.y -= GRAVITY * dt;
// 更新位置
position += velocity * dt;
time += dt;
// 记录轨迹点
trajectoryPoints.Add(new Vector3(position.x, position.y, position.z));
// 更新最大高度
if (position.y > maxHeight)
maxHeight = position.y;
// 检查是否落地
if (position.y <= 0f)
break;
}
// 计算射程
float range = Mathf.Sqrt(position.x * position.x + position.z * position.z);
return (range, time, maxHeight, trajectoryPoints.ToArray());
}
/// <summary>
/// 计算空气密度
/// </summary>
private float CalculateAirDensity(float temperature, float pressure, float humidity)
{
// 简化的空气密度计算
float tempK = temperature + 273.15f; // 转换为开尔文
float density = (pressure * 100f) / (287.05f * tempK); // 理想气体定律
// 湿度修正(简化)
float humidityFactor = 1f - (humidity / 100f) * 0.01f;
density *= humidityFactor;
return density;
}
/// <summary>
/// 火控解算 - 根据目标距离计算仰角
/// </summary>
public BallisticsResult FireControlSolution(
string caliber,
float targetDistance,
float windSpeed = 0f,
float windDirection = 0f,
float temperature = 15f,
float pressure = 1013.25f,
float humidity = 50f)
{
var mortarData = GetMortarData(caliber);
if (mortarData == null)
{
return new BallisticsResult
{
success = false,
warning = $"不支持的口径: {caliber}"
};
}
// 射程检查
var rangeCheck = CheckRangeLimits(caliber, targetDistance, mortarData.typicalVelocity);
if (!rangeCheck.success)
{
return new BallisticsResult
{
success = false,
warning = rangeCheck.warning,
recommendation = rangeCheck.recommendation
};
}
// 使用二分法求解最佳仰角
float minAngle = 10f;
float maxAngle = 80f;
float bestAngle = 45f;
float bestError = float.MaxValue;
for (int i = 0; i < 50; i++) // 最多50次迭代
{
float testAngle = (minAngle + maxAngle) / 2f;
var result = CalculateTrajectory(caliber, targetDistance, testAngle,
mortarData.typicalVelocity, windSpeed, windDirection, temperature, pressure, humidity);
if (result.success)
{
float error = Mathf.Abs(result.range - targetDistance);
if (error < bestError)
{
bestError = error;
bestAngle = testAngle;
}
if (result.range < targetDistance)
minAngle = testAngle;
else
maxAngle = testAngle;
}
else
{
maxAngle = testAngle;
}
if (maxAngle - minAngle < 0.1f)
break;
}
// 使用最佳角度计算最终轨迹
return CalculateTrajectory(caliber, targetDistance, bestAngle,
mortarData.typicalVelocity, windSpeed, windDirection, temperature, pressure, humidity);
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 相机控制器 - 管理相机的位置和视角
/// </summary>
public class CameraController : MonoBehaviour
{
[Header("相机设置")]
public Transform target;
public float distance = 10f;
public float height = 5f;
public float rotationSpeed = 2f;
public float zoomSpeed = 2f;
public float minDistance = 2f;
public float maxDistance = 50f;
[Header("视角限制")]
public float minVerticalAngle = -80f;
public float maxVerticalAngle = 80f;
private float currentX = 0f;
private float currentY = 0f;
private Vector3 offset;
void Start()
{
if (target == null)
{
// 如果没有指定目标,尝试找到迫击炮
GameObject mortar = GameObject.FindGameObjectWithTag("Mortar");
if (mortar != null)
{
target = mortar.transform;
}
}
offset = transform.position - target.position;
}
void LateUpdate()
{
if (target == null) return;
HandleInput();
UpdateCameraPosition();
}
void HandleInput()
{
// 鼠标控制
if (Input.GetMouseButton(1)) // 右键拖拽
{
currentX += Input.GetAxis("Mouse X") * rotationSpeed;
currentY -= Input.GetAxis("Mouse Y") * rotationSpeed;
currentY = Mathf.Clamp(currentY, minVerticalAngle, maxVerticalAngle);
}
// 滚轮缩放
float scroll = Input.GetAxis("Mouse ScrollWheel");
distance -= scroll * zoomSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
void UpdateCameraPosition()
{
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
Vector3 position = target.position + rotation * Vector3.back * distance + Vector3.up * height;
transform.position = position;
transform.LookAt(target.position + Vector3.up * height);
}
/// <summary>
/// 设置相机目标
/// </summary>
/// <param name="newTarget">新的目标</param>
public void SetTarget(Transform newTarget)
{
target = newTarget;
}
/// <summary>
/// 重置相机位置
/// </summary>
public void ResetCamera()
{
currentX = 0f;
currentY = 0f;
distance = 10f;
}
}
}

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using UnityEngine;
using UnityEditor;
namespace MortarSimulation
{
/// <summary>
/// 包安装器 - 自动安装所需的Unity包
/// </summary>
public class InstallPackages : MonoBehaviour
{
[MenuItem("Tools/MortarSimulation/Install Required Packages")]
public static void InstallRequiredPackages()
{
Debug.Log("开始安装所需的Unity包...");
// 安装Unity UI包
InstallPackage("com.unity.ugui");
// 安装TextMeshPro包
InstallPackage("com.unity.textmeshpro");
// 安装Input System包如果需要
InstallPackage("com.unity.inputsystem");
Debug.Log("包安装完成请等待Unity重新编译...");
}
private static void InstallPackage(string packageName)
{
try
{
// 使用Unity的包管理器API安装包
UnityEditor.PackageManager.Client.Add(packageName);
Debug.Log($"正在安装包: {packageName}");
}
catch (System.Exception e)
{
Debug.LogWarning($"安装包 {packageName} 时出错: {e.Message}");
Debug.Log($"请手动在Package Manager中安装: {packageName}");
}
}
[MenuItem("Tools/MortarSimulation/Check Package Status")]
public static void CheckPackageStatus()
{
Debug.Log("检查包状态...");
// 检查Unity UI包
CheckPackage("com.unity.ugui", "Unity UI");
// 检查TextMeshPro包
CheckPackage("com.unity.textmeshpro", "TextMeshPro");
// 检查Input System包
CheckPackage("com.unity.inputsystem", "Input System");
}
private static void CheckPackage(string packageName, string displayName)
{
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(UnityEngine.GameObject).Assembly);
if (packageInfo != null)
{
Debug.Log($"✅ {displayName} 已安装: {packageInfo.version}");
}
else
{
Debug.LogWarning($"❌ {displayName} 未安装");
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace MortarSimulation
{
/// <summary>
/// 迫击炮控制器 - 管理迫击炮的发射和动画
/// </summary>
public class MortarController : MonoBehaviour
{
[Header("迫击炮设置")]
public string mortarCaliber = "82mm";
public Transform barrelTransform;
public Transform baseTransform;
public float barrelLength = 1.2f;
public float maxElevation = 80f;
public float minElevation = 10f;
[Header("发射设置")]
public GameObject projectilePrefab;
public Transform projectileSpawnPoint;
public float projectileScale = 1f;
public float launchForce = 1000f;
[Header("动画设置")]
public float elevationSpeed = 30f; // 度/秒
public float recoilDistance = 0.1f;
public float recoilDuration = 0.2f;
public AnimationCurve recoilCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[Header("音效")]
public AudioSource audioSource;
public AudioClip fireSound;
public AudioClip reloadSound;
[Header("特效")]
public ParticleSystem muzzleFlash;
public ParticleSystem smokeEffect;
// 私有变量
private float currentElevation = 45f;
private Vector3 originalBarrelPosition;
private bool isFiring = false;
private BallisticsCalculator ballisticsCalculator;
private TrajectoryRenderer trajectoryRenderer;
// 事件
public System.Action<BallisticsCalculator.BallisticsResult> OnTrajectoryCalculated;
public System.Action OnFired;
void Start()
{
InitializeComponents();
SetupMortar();
}
/// <summary>
/// 初始化组件
/// </summary>
private void InitializeComponents()
{
ballisticsCalculator = new BallisticsCalculator();
trajectoryRenderer = GetComponent<TrajectoryRenderer>();
if (trajectoryRenderer == null)
{
trajectoryRenderer = gameObject.AddComponent<TrajectoryRenderer>();
}
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
originalBarrelPosition = barrelTransform.localPosition;
}
/// <summary>
/// 设置迫击炮
/// </summary>
private void SetupMortar()
{
// 设置初始仰角
SetElevation(currentElevation);
// 设置炮管长度
if (barrelTransform != null)
{
barrelTransform.localScale = new Vector3(1f, barrelLength, 1f);
}
}
/// <summary>
/// 设置仰角
/// </summary>
public void SetElevation(float angle)
{
currentElevation = Mathf.Clamp(angle, minElevation, maxElevation);
if (barrelTransform != null)
{
barrelTransform.localRotation = Quaternion.Euler(-currentElevation, 0, 0);
}
}
/// <summary>
/// 调整仰角
/// </summary>
public void AdjustElevation(float deltaAngle)
{
SetElevation(currentElevation + deltaAngle);
}
/// <summary>
/// 计算并显示轨迹
/// </summary>
public void CalculateAndShowTrajectory(
float targetDistance,
float windSpeed = 0f,
float windDirection = 0f,
float temperature = 15f,
float pressure = 1013.25f,
float humidity = 50f)
{
if (isFiring) return;
// 火控解算
var result = ballisticsCalculator.FireControlSolution(
mortarCaliber,
targetDistance,
windSpeed,
windDirection,
temperature,
pressure,
humidity
);
if (result.success)
{
// 更新仰角
SetElevation(CalculateOptimalElevation(targetDistance, result.trajectoryPoints));
// 绘制轨迹
Vector3 impactPoint = GetImpactPoint(result.trajectoryPoints);
trajectoryRenderer.DrawTrajectory(result.trajectoryPoints, result.maxHeight, impactPoint);
// 触发事件
OnTrajectoryCalculated?.Invoke(result);
}
else
{
// 显示警告
Debug.LogWarning(result.warning);
if (!string.IsNullOrEmpty(result.recommendation))
{
Debug.Log(result.recommendation);
}
// 清除轨迹
trajectoryRenderer.ClearTrajectory();
}
}
/// <summary>
/// 计算最佳仰角
/// </summary>
private float CalculateOptimalElevation(float targetDistance, Vector3[] trajectoryPoints)
{
if (trajectoryPoints == null || trajectoryPoints.Length < 2)
return currentElevation;
// 计算初始速度方向
Vector3 initialDirection = (trajectoryPoints[1] - trajectoryPoints[0]).normalized;
float angle = Mathf.Atan2(initialDirection.y, initialDirection.x) * Mathf.Rad2Deg;
return Mathf.Clamp(angle, minElevation, maxElevation);
}
/// <summary>
/// 获取落点
/// </summary>
private Vector3 GetImpactPoint(Vector3[] trajectoryPoints)
{
if (trajectoryPoints == null || trajectoryPoints.Length == 0)
return Vector3.zero;
return trajectoryPoints[trajectoryPoints.Length - 1];
}
/// <summary>
/// 发射弹丸
/// </summary>
public void FireProjectile()
{
if (isFiring || projectilePrefab == null) return;
StartCoroutine(FireSequence());
}
/// <summary>
/// 发射序列
/// </summary>
private IEnumerator FireSequence()
{
isFiring = true;
// 1. 后坐动画
yield return StartCoroutine(RecoilAnimation());
// 2. 创建弹丸
CreateProjectile();
// 3. 播放音效
PlayFireSound();
// 4. 播放特效
PlayMuzzleEffects();
// 5. 等待后坐恢复
yield return new WaitForSeconds(0.5f);
isFiring = false;
OnFired?.Invoke();
}
/// <summary>
/// 后坐动画
/// </summary>
private IEnumerator RecoilAnimation()
{
Vector3 startPos = barrelTransform.localPosition;
Vector3 recoilPos = startPos - barrelTransform.forward * recoilDistance;
float elapsed = 0f;
while (elapsed < recoilDuration)
{
elapsed += Time.deltaTime;
float t = elapsed / recoilDuration;
float curveValue = recoilCurve.Evaluate(t);
barrelTransform.localPosition = Vector3.Lerp(startPos, recoilPos, curveValue);
yield return null;
}
// 恢复原位
elapsed = 0f;
while (elapsed < recoilDuration)
{
elapsed += Time.deltaTime;
float t = elapsed / recoilDuration;
barrelTransform.localPosition = Vector3.Lerp(recoilPos, startPos, t);
yield return null;
}
barrelTransform.localPosition = startPos;
}
/// <summary>
/// 创建弹丸
/// </summary>
private void CreateProjectile()
{
if (projectileSpawnPoint == null)
projectileSpawnPoint = barrelTransform;
GameObject projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);
projectile.transform.localScale = Vector3.one * projectileScale;
// 添加物理组件
Rigidbody rb = projectile.GetComponent<Rigidbody>();
if (rb == null)
{
rb = projectile.AddComponent<Rigidbody>();
}
// 设置初速
Vector3 launchDirection = barrelTransform.forward;
rb.velocity = launchDirection * (launchForce / 100f); // 调整力度
// 添加弹丸脚本
Projectile projectileScript = projectile.GetComponent<Projectile>();
if (projectileScript == null)
{
projectileScript = projectile.AddComponent<Projectile>();
}
projectileScript.Initialize(mortarCaliber, ballisticsCalculator);
}
/// <summary>
/// 播放发射音效
/// </summary>
private void PlayFireSound()
{
if (audioSource != null && fireSound != null)
{
audioSource.PlayOneShot(fireSound);
}
}
/// <summary>
/// 播放炮口特效
/// </summary>
private void PlayMuzzleEffects()
{
if (muzzleFlash != null)
{
muzzleFlash.Play();
}
if (smokeEffect != null)
{
smokeEffect.Play();
}
}
/// <summary>
/// 清除轨迹
/// </summary>
public void ClearTrajectory()
{
trajectoryRenderer.ClearTrajectory();
}
/// <summary>
/// 设置迫击炮型号
/// </summary>
public void SetMortarCaliber(string caliber)
{
mortarCaliber = caliber;
// 根据口径调整炮管长度
var mortarData = ballisticsCalculator.GetMortarData(caliber);
if (mortarData != null)
{
barrelLength = mortarData.caliber / 1000f * 20f; // 按比例缩放
SetupMortar();
}
}
/// <summary>
/// 获取当前仰角
/// </summary>
public float GetCurrentElevation()
{
return currentElevation;
}
/// <summary>
/// 获取迫击炮数据
/// </summary>
public BallisticsCalculator.MortarData GetMortarData()
{
return ballisticsCalculator.GetMortarData(mortarCaliber);
}
void Update()
{
// 键盘控制
HandleInput();
}
/// <summary>
/// 处理输入
/// </summary>
private void HandleInput()
{
if (isFiring) return;
// 仰角调整
if (Input.GetKey(KeyCode.Q))
{
AdjustElevation(elevationSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
AdjustElevation(-elevationSpeed * Time.deltaTime);
}
// 发射
if (Input.GetKeyDown(KeyCode.Space))
{
FireProjectile();
}
}
/// <summary>
/// 设置迫击炮类型
/// </summary>
/// <param name="mortarType">迫击炮类型索引</param>
public void SetMortarType(int mortarType)
{
// 根据类型设置不同的迫击炮参数
switch (mortarType)
{
case 0: // 82mm迫击炮
mortarCaliber = "82mm";
launchForce = 1000f;
maxElevation = 80f;
minElevation = 10f;
break;
case 1: // 120mm迫击炮
mortarCaliber = "120mm";
launchForce = 1500f;
maxElevation = 85f;
minElevation = 15f;
break;
case 2: // 60mm迫击炮
mortarCaliber = "60mm";
launchForce = 800f;
maxElevation = 75f;
minElevation = 8f;
break;
}
}
/// <summary>
/// 设置目标距离
/// </summary>
/// <param name="distance">目标距离</param>
public void SetTargetDistance(float distance)
{
// 这里可以用于计算合适的仰角
// 实际实现可能需要弹道计算
Debug.Log($"目标距离设置为: {distance}m");
}
/// <summary>
/// 设置仰角
/// </summary>
/// <param name="angle">仰角(度)</param>
public void SetElevationAngle(float angle)
{
SetElevation(angle);
}
/// <summary>
/// 设置风力条件
/// </summary>
/// <param name="speed">风速</param>
/// <param name="direction">风向(度)</param>
public void SetWindConditions(float speed, float direction)
{
// 这里可以设置风力参数,影响弹道计算
Debug.Log($"风力条件: 风速{speed}m/s, 风向{direction}°");
}
/// <summary>
/// 发射迫击炮
/// </summary>
public void Fire()
{
FireProjectile();
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 弹丸物理模拟 - 处理弹丸的飞行物理和碰撞
/// </summary>
public class Projectile : MonoBehaviour
{
[Header("弹丸设置")]
public string caliber = "82mm";
public float mass = 3.2f;
public float dragCoefficient = 0.47f;
public float explosionRadius = 5f;
public float explosionForce = 1000f;
[Header("特效")]
public GameObject explosionEffect;
public GameObject trailEffect;
public AudioClip explosionSound;
[Header("物理设置")]
public bool useRealisticPhysics = true;
public float airDensity = 1.225f;
public Vector3 windVelocity = Vector3.zero;
// 私有变量
private Rigidbody rb;
private AudioSource audioSource;
private ParticleSystem trailParticles;
private BallisticsCalculator ballisticsCalculator;
private bool hasExploded = false;
private float startTime;
// 事件
public System.Action<Vector3, float> OnExploded;
void Start()
{
InitializeComponents();
SetupProjectile();
}
/// <summary>
/// 初始化组件
/// </summary>
private void InitializeComponents()
{
rb = GetComponent<Rigidbody>();
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
// 创建尾迹特效
if (trailEffect != null)
{
GameObject trail = Instantiate(trailEffect, transform);
trailParticles = trail.GetComponent<ParticleSystem>();
}
startTime = Time.time;
}
/// <summary>
/// 设置弹丸
/// </summary>
private void SetupProjectile()
{
if (rb == null)
{
rb = gameObject.AddComponent<Rigidbody>();
}
// 设置质量
rb.mass = mass;
// 设置阻力
rb.drag = 0f; // 我们将手动计算阻力
rb.angularDrag = 0.1f;
// 添加碰撞器
if (GetComponent<Collider>() == null)
{
SphereCollider collider = gameObject.AddComponent<SphereCollider>();
collider.isTrigger = false;
}
}
/// <summary>
/// 初始化弹丸
/// </summary>
public void Initialize(string mortarCaliber, BallisticsCalculator calculator)
{
caliber = mortarCaliber;
ballisticsCalculator = calculator;
// 获取弹丸数据
var mortarData = ballisticsCalculator.GetMortarData(caliber);
if (mortarData != null)
{
mass = mortarData.mass;
dragCoefficient = mortarData.dragCoefficient;
}
SetupProjectile();
}
void FixedUpdate()
{
if (useRealisticPhysics)
{
ApplyRealisticPhysics();
}
// 检查是否落地
CheckGroundImpact();
}
/// <summary>
/// 应用真实物理
/// </summary>
private void ApplyRealisticPhysics()
{
if (rb == null) return;
// 计算阻力
Vector3 relativeVelocity = rb.velocity - windVelocity;
float speed = relativeVelocity.magnitude;
if (speed > 0.01f)
{
// 阻力计算
float radius = GetProjectileRadius();
float area = Mathf.PI * radius * radius;
float dragForce = 0.5f * airDensity * speed * speed * area * dragCoefficient;
Vector3 dragAcceleration = -(dragForce / mass) * relativeVelocity.normalized;
// 应用阻力
rb.AddForce(dragAcceleration, ForceMode.Acceleration);
}
// 重力Unity默认应用
// 这里可以添加额外的重力修正
}
/// <summary>
/// 获取弹丸半径
/// </summary>
private float GetProjectileRadius()
{
// 根据口径计算半径
float caliberMeters = float.Parse(caliber.Replace("mm", "")) / 1000f;
return caliberMeters / 2f;
}
/// <summary>
/// 检查地面碰撞
/// </summary>
private void CheckGroundImpact()
{
if (transform.position.y <= 0.1f && !hasExploded)
{
Explode();
}
}
/// <summary>
/// 爆炸
/// </summary>
private void Explode()
{
if (hasExploded) return;
hasExploded = true;
// 播放爆炸特效
if (explosionEffect != null)
{
GameObject explosion = Instantiate(explosionEffect, transform.position, Quaternion.identity);
Destroy(explosion, 5f);
}
// 播放爆炸音效
if (audioSource != null && explosionSound != null)
{
audioSource.PlayOneShot(explosionSound);
}
// 应用爆炸力
ApplyExplosionForce();
// 触发事件
OnExploded?.Invoke(transform.position, explosionRadius);
// 销毁弹丸
Destroy(gameObject, 0.1f);
}
/// <summary>
/// 应用爆炸力
/// </summary>
private void ApplyExplosionForce()
{
Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius);
foreach (Collider col in colliders)
{
Rigidbody targetRb = col.GetComponent<Rigidbody>();
if (targetRb != null)
{
float distance = Vector3.Distance(transform.position, col.transform.position);
float force = explosionForce * (1f - distance / explosionRadius);
targetRb.AddExplosionForce(force, transform.position, explosionRadius);
}
}
}
/// <summary>
/// 设置风速
/// </summary>
public void SetWindVelocity(Vector3 wind)
{
windVelocity = wind;
}
/// <summary>
/// 设置空气密度
/// </summary>
public void SetAirDensity(float density)
{
airDensity = density;
}
/// <summary>
/// 获取飞行时间
/// </summary>
public float GetFlightTime()
{
return Time.time - startTime;
}
/// <summary>
/// 获取当前速度
/// </summary>
public float GetCurrentSpeed()
{
return rb != null ? rb.velocity.magnitude : 0f;
}
/// <summary>
/// 获取飞行距离
/// </summary>
public float GetFlightDistance()
{
return Vector3.Distance(Vector3.zero, new Vector3(transform.position.x, 0, transform.position.z));
}
void OnDrawGizmosSelected()
{
// 绘制爆炸范围
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, explosionRadius);
}
void OnCollisionEnter(Collision collision)
{
if (!hasExploded)
{
Explode();
}
}
}
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MortarSimulation
{
/// <summary>
/// 禁用的快速设置脚本 - 因为缺少UI包依赖
/// 请使用 SimpleSceneSetup.cs 替代
/// </summary>
public class QuickSetup_Disabled : MonoBehaviour
{
[Header("注意")]
[TextArea(3, 5)]
public string notice = "此快速设置脚本已禁用因为缺少Unity UI包依赖。\n\n请使用以下替代方案\n1. SimpleSceneSetup.cs - 简化的场景设置\n2. 安装Unity UI包后使用原始QuickSetup.cs";
void Start()
{
Debug.LogWarning("QuickSetup已禁用请使用SimpleSceneSetup.cs替代。");
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 400, 150));
GUILayout.BeginVertical("box");
GUILayout.Label("快速设置已禁用", GUI.skin.box);
GUILayout.Space(10);
GUILayout.Label("原因: 缺少Unity UI包依赖");
GUILayout.Label("解决方案: 使用 SimpleSceneSetup.cs");
GUILayout.Space(10);
if (GUILayout.Button("查看使用说明"))
{
Application.OpenURL("file://" + Application.dataPath + "/简化版使用说明.md");
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MortarSimulation
{
/// <summary>
/// 禁用的场景设置脚本 - 因为缺少UI包依赖
/// 请使用 SimpleSceneSetup.cs 替代
/// </summary>
public class SceneSetup_Disabled : MonoBehaviour
{
[Header("注意")]
[TextArea(3, 5)]
public string notice = "此场景设置脚本已禁用因为缺少Unity UI包依赖。\n\n请使用以下替代方案\n1. SimpleSceneSetup.cs - 简化的场景设置\n2. 安装Unity UI包后使用原始SceneSetup.cs";
void Start()
{
Debug.LogWarning("SceneSetup已禁用请使用SimpleSceneSetup.cs替代。");
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 400, 150));
GUILayout.BeginVertical("box");
GUILayout.Label("场景设置已禁用", GUI.skin.box);
GUILayout.Space(10);
GUILayout.Label("原因: 缺少Unity UI包依赖");
GUILayout.Label("解决方案: 使用 SimpleSceneSetup.cs");
GUILayout.Space(10);
if (GUILayout.Button("查看使用说明"))
{
Application.OpenURL("file://" + Application.dataPath + "/简化版使用说明.md");
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
}

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@ -0,0 +1,208 @@
using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 简化版场景设置脚本 - 不依赖UI包
/// </summary>
public class SceneSetup_Simple : MonoBehaviour
{
[Header("场景设置")]
public bool autoSetup = true;
public bool createGround = true;
public bool createTarget = true;
public bool createMortar = true;
[Header("地面设置")]
public Material groundMaterial;
public float groundSize = 1000f;
[Header("目标设置")]
public Material targetMaterial;
public float targetDistance = 1000f;
public float targetHeight = 0f;
[Header("迫击炮设置")]
public Material mortarMaterial;
public Vector3 mortarPosition = new Vector3(0, 0, 0);
void Start()
{
if (autoSetup)
{
SetupScene();
}
}
[ContextMenu("设置场景")]
public void SetupScene()
{
Debug.Log("开始设置场景...");
if (createGround)
{
CreateGround();
}
if (createTarget)
{
CreateTarget();
}
if (createMortar)
{
CreateMortar();
}
SetupLighting();
SetupCamera();
Debug.Log("场景设置完成!");
}
void CreateGround()
{
// 创建地面
GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
ground.name = "Ground";
ground.transform.position = Vector3.zero;
ground.transform.localScale = new Vector3(groundSize / 10f, 1, groundSize / 10f);
// 设置材质
if (groundMaterial != null)
{
ground.GetComponent<Renderer>().material = groundMaterial;
}
else
{
// 创建默认材质
Material defaultGroundMat = new Material(Shader.Find("Standard"));
defaultGroundMat.color = new Color(0.3f, 0.6f, 0.3f); // 绿色
ground.GetComponent<Renderer>().material = defaultGroundMat;
}
// 添加碰撞器
if (ground.GetComponent<Collider>() == null)
{
ground.AddComponent<BoxCollider>();
}
}
void CreateTarget()
{
// 创建目标
GameObject target = GameObject.CreatePrimitive(PrimitiveType.Cube);
target.name = "Target";
target.transform.position = new Vector3(targetDistance, targetHeight, 0);
target.transform.localScale = new Vector3(2f, 5f, 2f);
// 设置材质
if (targetMaterial != null)
{
target.GetComponent<Renderer>().material = targetMaterial;
}
else
{
// 创建默认材质
Material defaultTargetMat = new Material(Shader.Find("Standard"));
defaultTargetMat.color = Color.red;
target.GetComponent<Renderer>().material = defaultTargetMat;
}
// 添加目标脚本
if (target.GetComponent<Target>() == null)
{
target.AddComponent<Target>();
}
}
void CreateMortar()
{
// 创建迫击炮
GameObject mortar = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
mortar.name = "Mortar";
mortar.transform.position = mortarPosition;
mortar.transform.localScale = new Vector3(0.5f, 0.3f, 0.5f);
// 设置材质
if (mortarMaterial != null)
{
mortar.GetComponent<Renderer>().material = mortarMaterial;
}
else
{
// 创建默认材质
Material defaultMortarMat = new Material(Shader.Find("Standard"));
defaultMortarMat.color = new Color(0.5f, 0.5f, 0.5f); // 灰色
mortar.GetComponent<Renderer>().material = defaultMortarMat;
}
// 添加迫击炮控制器
if (mortar.GetComponent<MortarController>() == null)
{
mortar.AddComponent<MortarController>();
}
}
void SetupLighting()
{
// 设置主光源
Light mainLight = FindObjectOfType<Light>();
if (mainLight == null)
{
GameObject lightObj = new GameObject("Main Light");
mainLight = lightObj.AddComponent<Light>();
}
mainLight.type = LightType.Directional;
mainLight.color = Color.white;
mainLight.intensity = 1f;
mainLight.transform.rotation = Quaternion.Euler(45f, 45f, 0f);
}
void SetupCamera()
{
// 设置主摄像机
Camera mainCamera = Camera.main;
if (mainCamera == null)
{
GameObject cameraObj = new GameObject("Main Camera");
mainCamera = cameraObj.AddComponent<Camera>();
cameraObj.tag = "MainCamera";
}
// 设置摄像机位置和角度
mainCamera.transform.position = new Vector3(0, 50, -100);
mainCamera.transform.LookAt(new Vector3(0, 0, 0));
mainCamera.fieldOfView = 60f;
// 添加摄像机控制脚本
if (mainCamera.GetComponent<CameraController>() == null)
{
mainCamera.gameObject.AddComponent<CameraController>();
}
}
// 在编辑器中显示设置按钮
[ContextMenu("清理场景")]
public void CleanupScene()
{
// 删除自动创建的对象
GameObject[] objectsToDelete = {
GameObject.Find("Ground"),
GameObject.Find("Target"),
GameObject.Find("Mortar")
};
foreach (GameObject obj in objectsToDelete)
{
if (obj != null)
{
DestroyImmediate(obj);
}
}
Debug.Log("场景已清理");
}
}
}

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@ -0,0 +1,276 @@
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MortarSimulation
{
/// <summary>
/// 简化迫击炮控制器 - 不依赖UI包
/// 使用OnGUI进行界面显示
/// </summary>
public class SimpleMortarController : MonoBehaviour
{
[Header("迫击炮设置")]
public Transform mortarTransform;
public GameObject projectilePrefab;
public Transform firePoint;
[Header("弹道参数")]
[Range(30f, 80f)]
public float elevationAngle = 45f;
[Range(50f, 200f)]
public float muzzleVelocity = 100f;
[Range(0f, 20f)]
public float windSpeed = 5f;
[Range(0f, 360f)]
public float windDirection = 0f;
[Header("物理参数")]
public float gravity = 9.81f;
public float airDensity = 1.225f;
public float dragCoefficient = 0.47f;
[Header("显示设置")]
public bool showTrajectory = true;
public bool showParameters = true;
public Color trajectoryColor = Color.red;
public int trajectoryPoints = 50;
private Vector3[] trajectoryPoints_array;
private bool isFired = false;
private float flightTime = 0f;
private Vector3 impactPoint;
void Start()
{
if (mortarTransform == null)
mortarTransform = transform;
if (firePoint == null)
firePoint = transform;
trajectoryPoints_array = new Vector3[trajectoryPoints];
}
void Update()
{
// 键盘控制
if (Input.GetKeyDown(KeyCode.Space))
{
Fire();
}
if (Input.GetKey(KeyCode.Q))
{
elevationAngle = Mathf.Clamp(elevationAngle + 1f, 30f, 80f);
}
if (Input.GetKey(KeyCode.E))
{
elevationAngle = Mathf.Clamp(elevationAngle - 1f, 30f, 80f);
}
if (Input.GetKey(KeyCode.W))
{
muzzleVelocity = Mathf.Clamp(muzzleVelocity + 5f, 50f, 200f);
}
if (Input.GetKey(KeyCode.S))
{
muzzleVelocity = Mathf.Clamp(muzzleVelocity - 5f, 50f, 200f);
}
// 计算弹道
if (showTrajectory)
{
CalculateTrajectory();
}
}
void OnGUI()
{
if (!showParameters) return;
GUILayout.BeginArea(new Rect(10, 10, 300, 400));
GUILayout.BeginVertical("box");
GUILayout.Label("迫击炮控制系统", GUI.skin.box);
GUILayout.Space(10);
// 参数显示
GUILayout.Label($"仰角: {elevationAngle:F1}°");
GUILayout.Label($"初速: {muzzleVelocity:F1} m/s");
GUILayout.Label($"风速: {windSpeed:F1} m/s");
GUILayout.Label($"风向: {windDirection:F1}°");
GUILayout.Space(10);
// 控制说明
GUILayout.Label("控制说明:");
GUILayout.Label("Q/E - 调整仰角");
GUILayout.Label("W/S - 调整初速");
GUILayout.Label("空格 - 发射");
GUILayout.Space(10);
// 按钮控制
if (GUILayout.Button("发射炮弹"))
{
Fire();
}
if (GUILayout.Button("重置参数"))
{
ResetParameters();
}
if (GUILayout.Button(showTrajectory ? "隐藏弹道" : "显示弹道"))
{
showTrajectory = !showTrajectory;
}
GUILayout.Space(10);
// 弹道信息
if (isFired)
{
GUILayout.Label("弹道信息:");
GUILayout.Label($"飞行时间: {flightTime:F2}秒");
GUILayout.Label($"落点距离: {impactPoint.x:F1}m");
GUILayout.Label($"最大高度: {GetMaxHeight():F1}m");
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
void OnDrawGizmos()
{
if (!showTrajectory || trajectoryPoints_array == null) return;
Gizmos.color = trajectoryColor;
for (int i = 0; i < trajectoryPoints_array.Length - 1; i++)
{
if (trajectoryPoints_array[i] != Vector3.zero && trajectoryPoints_array[i + 1] != Vector3.zero)
{
Gizmos.DrawLine(trajectoryPoints_array[i], trajectoryPoints_array[i + 1]);
}
}
// 绘制落点
if (isFired && impactPoint != Vector3.zero)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(impactPoint, 2f);
}
}
void CalculateTrajectory()
{
Vector3 startPos = firePoint.position;
Vector3 windVector = new Vector3(
Mathf.Cos(windDirection * Mathf.Deg2Rad) * windSpeed,
0,
Mathf.Sin(windDirection * Mathf.Deg2Rad) * windSpeed
);
float angleRad = elevationAngle * Mathf.Deg2Rad;
Vector3 initialVelocity = new Vector3(
muzzleVelocity * Mathf.Cos(angleRad),
muzzleVelocity * Mathf.Sin(angleRad),
0
);
float timeStep = 0.1f;
float totalTime = 0f;
for (int i = 0; i < trajectoryPoints; i++)
{
float t = i * timeStep;
Vector3 position = CalculatePositionAtTime(startPos, initialVelocity, windVector, t);
trajectoryPoints_array[i] = position;
// 检查是否落地
if (position.y <= startPos.y && i > 0)
{
totalTime = t;
impactPoint = position;
break;
}
}
}
Vector3 CalculatePositionAtTime(Vector3 startPos, Vector3 initialVel, Vector3 wind, float time)
{
// 简化的弹道计算(忽略空气阻力)
Vector3 position = startPos + initialVel * time + 0.5f * Physics.gravity * time * time;
position += wind * time; // 风力影响
return position;
}
void Fire()
{
if (projectilePrefab == null) return;
// 创建炮弹
GameObject projectile = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
// 计算初始速度
float angleRad = elevationAngle * Mathf.Deg2Rad;
Vector3 initialVelocity = new Vector3(
muzzleVelocity * Mathf.Cos(angleRad),
muzzleVelocity * Mathf.Sin(angleRad),
0
);
// 添加风力
Vector3 windVector = new Vector3(
Mathf.Cos(windDirection * Mathf.Deg2Rad) * windSpeed,
0,
Mathf.Sin(windDirection * Mathf.Deg2Rad) * windSpeed
);
initialVelocity += windVector;
// 应用力
Rigidbody rb = projectile.GetComponent<Rigidbody>();
if (rb != null)
{
rb.velocity = initialVelocity;
}
// 计算飞行时间
flightTime = 2f * muzzleVelocity * Mathf.Sin(angleRad) / gravity;
impactPoint = CalculateImpactPoint();
isFired = true;
Debug.Log($"发射炮弹! 仰角: {elevationAngle}°, 初速: {muzzleVelocity} m/s");
}
Vector3 CalculateImpactPoint()
{
float angleRad = elevationAngle * Mathf.Deg2Rad;
float range = (muzzleVelocity * muzzleVelocity * Mathf.Sin(2f * angleRad)) / gravity;
return firePoint.position + new Vector3(range, 0, 0);
}
float GetMaxHeight()
{
float angleRad = elevationAngle * Mathf.Deg2Rad;
return (muzzleVelocity * muzzleVelocity * Mathf.Sin(angleRad) * Mathf.Sin(angleRad)) / (2f * gravity);
}
void ResetParameters()
{
elevationAngle = 45f;
muzzleVelocity = 100f;
windSpeed = 5f;
windDirection = 0f;
isFired = false;
flightTime = 0f;
impactPoint = Vector3.zero;
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 简化炮弹脚本 - 不依赖UI包
/// </summary>
public class SimpleProjectile : MonoBehaviour
{
[Header("炮弹设置")]
public float lifetime = 10f;
public GameObject explosionPrefab;
public LayerMask groundLayer = 1;
[Header("视觉效果")]
public TrailRenderer trail;
public ParticleSystem smokeEffect;
private bool hasExploded = false;
private float startTime;
void Start()
{
startTime = Time.time;
// 自动添加轨迹效果
if (trail == null)
{
trail = gameObject.AddComponent<TrailRenderer>();
trail.material = new Material(Shader.Find("Sprites/Default"));
trail.startColor = Color.red;
trail.endColor = Color.red;
trail.startWidth = 0.1f;
trail.endWidth = 0.01f;
trail.time = 2f;
}
}
void Update()
{
// 检查生命周期
if (Time.time - startTime > lifetime)
{
Explode();
}
// 检查是否落地
if (transform.position.y < 0.1f && !hasExploded)
{
Explode();
}
}
void OnCollisionEnter(Collision collision)
{
if (!hasExploded)
{
Explode();
}
}
void Explode()
{
if (hasExploded) return;
hasExploded = true;
// 创建爆炸效果
if (explosionPrefab != null)
{
Instantiate(explosionPrefab, transform.position, Quaternion.identity);
}
// 显示爆炸信息
Debug.Log($"炮弹在 {transform.position} 爆炸!");
// 销毁炮弹
Destroy(gameObject, 0.1f);
}
void OnDrawGizmos()
{
// 绘制炮弹轨迹
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, 0.2f);
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 简化场景设置 - 不依赖UI包
/// 自动创建基本场景元素
/// </summary>
public class SimpleSceneSetup : MonoBehaviour
{
[Header("场景设置")]
public bool autoSetupOnStart = true;
public bool createGround = true;
public bool createTargets = true;
public bool createMortar = true;
[Header("地面设置")]
public Material groundMaterial;
public Vector3 groundSize = new Vector3(100f, 1f, 100f);
[Header("目标设置")]
public GameObject targetPrefab;
public int targetCount = 5;
public float targetRange = 50f;
void Start()
{
if (autoSetupOnStart)
{
SetupScene();
}
}
[ContextMenu("设置场景")]
public void SetupScene()
{
Debug.Log("开始设置场景...");
if (createGround)
{
CreateGround();
}
if (createTargets)
{
CreateTargets();
}
if (createMortar)
{
CreateMortar();
}
Debug.Log("场景设置完成!");
}
void CreateGround()
{
// 创建地面
GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Cube);
ground.name = "Ground";
ground.transform.position = Vector3.zero;
ground.transform.localScale = groundSize;
// 设置地面材质
if (groundMaterial != null)
{
ground.GetComponent<Renderer>().material = groundMaterial;
}
else
{
// 创建简单材质
Material mat = new Material(Shader.Find("Standard"));
mat.color = new Color(0.4f, 0.6f, 0.2f); // 绿色
ground.GetComponent<Renderer>().material = mat;
}
// 添加碰撞器
if (ground.GetComponent<Collider>() == null)
{
ground.AddComponent<BoxCollider>();
}
}
void CreateTargets()
{
for (int i = 0; i < targetCount; i++)
{
GameObject target;
if (targetPrefab != null)
{
target = Instantiate(targetPrefab);
}
else
{
// 创建简单目标
target = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
target.name = $"Target_{i + 1}";
// 设置目标颜色
Material targetMat = new Material(Shader.Find("Standard"));
targetMat.color = Color.red;
target.GetComponent<Renderer>().material = targetMat;
}
// 随机位置
float angle = Random.Range(0f, 360f) * Mathf.Deg2Rad;
float distance = Random.Range(20f, targetRange);
Vector3 position = new Vector3(
Mathf.Cos(angle) * distance,
1f,
Mathf.Sin(angle) * distance
);
target.transform.position = position;
target.transform.localScale = new Vector3(2f, 2f, 2f);
}
}
void CreateMortar()
{
// 创建迫击炮
GameObject mortar = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
mortar.name = "Mortar";
mortar.transform.position = new Vector3(0, 0.5f, 0);
mortar.transform.localScale = new Vector3(1f, 1f, 1f);
// 设置迫击炮材质
Material mortarMat = new Material(Shader.Find("Standard"));
mortarMat.color = new Color(0.3f, 0.3f, 0.3f); // 深灰色
mortar.GetComponent<Renderer>().material = mortarMat;
// 添加迫击炮控制器
SimpleMortarController controller = mortar.AddComponent<SimpleMortarController>();
controller.mortarTransform = mortar.transform;
controller.firePoint = mortar.transform;
// 创建炮弹预制体
GameObject projectilePrefab = CreateProjectilePrefab();
controller.projectilePrefab = projectilePrefab;
}
GameObject CreateProjectilePrefab()
{
// 创建炮弹预制体
GameObject projectile = GameObject.CreatePrimitive(PrimitiveType.Sphere);
projectile.name = "Projectile";
projectile.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
// 设置炮弹材质
Material projectileMat = new Material(Shader.Find("Standard"));
projectileMat.color = Color.black;
projectile.GetComponent<Renderer>().material = projectileMat;
// 添加物理组件
Rigidbody rb = projectile.AddComponent<Rigidbody>();
rb.mass = 1f;
rb.drag = 0.1f;
// 添加炮弹脚本
projectile.AddComponent<SimpleProjectile>();
// 添加碰撞器
if (projectile.GetComponent<Collider>() == null)
{
projectile.AddComponent<SphereCollider>();
}
// 设置为预制体
projectile.SetActive(false);
return projectile;
}
[ContextMenu("清理场景")]
public void CleanupScene()
{
// 清理创建的对象
GameObject[] objectsToDestroy = {
GameObject.Find("Ground"),
GameObject.Find("Mortar")
};
foreach (GameObject obj in objectsToDestroy)
{
if (obj != null)
{
DestroyImmediate(obj);
}
}
// 清理目标
GameObject[] targets = GameObject.FindGameObjectsWithTag("Target");
foreach (GameObject target in targets)
{
if (target != null)
{
DestroyImmediate(target);
}
}
Debug.Log("场景清理完成!");
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 目标类 - 表示迫击炮射击的目标
/// </summary>
public class Target : MonoBehaviour
{
[Header("目标设置")]
public float health = 100f;
public bool isDestroyed = false;
public Vector3 targetPosition;
[Header("视觉效果")]
public GameObject explosionEffect;
public AudioClip hitSound;
public AudioClip destroySound;
private AudioSource audioSource;
void Start()
{
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
targetPosition = transform.position;
}
/// <summary>
/// 被击中时调用
/// </summary>
/// <param name="damage">伤害值</param>
public void TakeDamage(float damage)
{
if (isDestroyed) return;
health -= damage;
if (audioSource && hitSound)
{
audioSource.PlayOneShot(hitSound);
}
if (health <= 0)
{
DestroyTarget();
}
}
/// <summary>
/// 摧毁目标
/// </summary>
public void DestroyTarget()
{
if (isDestroyed) return;
isDestroyed = true;
if (audioSource && destroySound)
{
audioSource.PlayOneShot(destroySound);
}
if (explosionEffect)
{
Instantiate(explosionEffect, transform.position, transform.rotation);
}
// 可以在这里添加其他摧毁效果
Debug.Log("目标被摧毁!");
}
/// <summary>
/// 重置目标状态
/// </summary>
public void ResetTarget()
{
health = 100f;
isDestroyed = false;
}
}
}

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using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 轨迹渲染器 - 负责在3D场景中绘制弹道轨迹
/// </summary>
public class TrajectoryRenderer : MonoBehaviour
{
[Header("轨迹设置")]
public LineRenderer trajectoryLine;
public Material trajectoryMaterial;
public float lineWidth = 0.1f;
public int maxPoints = 1000;
[Header("轨迹样式")]
public Gradient trajectoryGradient;
public AnimationCurve widthCurve = AnimationCurve.Linear(0, 1, 1, 0.1f);
[Header("标记点")]
public GameObject impactMarkerPrefab;
public GameObject maxHeightMarkerPrefab;
public GameObject trajectoryPointPrefab;
private GameObject impactMarker;
private GameObject maxHeightMarker;
private Transform trajectoryPointsParent;
void Start()
{
InitializeTrajectoryLine();
CreateMarkers();
}
/// <summary>
/// 初始化轨迹线
/// </summary>
private void InitializeTrajectoryLine()
{
if (trajectoryLine == null)
{
trajectoryLine = gameObject.AddComponent<LineRenderer>();
}
trajectoryLine.material = trajectoryMaterial;
trajectoryLine.startColor = Color.yellow;
trajectoryLine.endColor = Color.yellow;
trajectoryLine.startWidth = lineWidth;
trajectoryLine.endWidth = lineWidth * 0.1f;
trajectoryLine.positionCount = 0;
trajectoryLine.useWorldSpace = true;
trajectoryLine.sortingOrder = 1;
// 设置渐变
if (trajectoryGradient.colorKeys.Length == 0)
{
CreateDefaultGradient();
}
trajectoryLine.colorGradient = trajectoryGradient;
}
/// <summary>
/// 创建默认渐变
/// </summary>
private void CreateDefaultGradient()
{
trajectoryGradient = new Gradient();
trajectoryGradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(Color.red, 0.0f),
new GradientColorKey(Color.yellow, 0.5f),
new GradientColorKey(Color.green, 1.0f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1.0f, 0.0f),
new GradientAlphaKey(0.8f, 0.5f),
new GradientAlphaKey(0.0f, 1.0f)
}
);
}
/// <summary>
/// 创建标记点
/// </summary>
private void CreateMarkers()
{
// 创建轨迹点父对象
trajectoryPointsParent = new GameObject("TrajectoryPoints").transform;
trajectoryPointsParent.SetParent(transform);
}
/// <summary>
/// 绘制轨迹
/// </summary>
/// <param name="trajectoryPoints">轨迹点数组</param>
/// <param name="maxHeight">最大高度</param>
/// <param name="impactPoint">落点</param>
public void DrawTrajectory(Vector3[] trajectoryPoints, float maxHeight, Vector3 impactPoint)
{
if (trajectoryPoints == null || trajectoryPoints.Length == 0)
{
Debug.LogWarning("轨迹点数据为空");
return;
}
// 设置轨迹线
trajectoryLine.positionCount = trajectoryPoints.Length;
trajectoryLine.SetPositions(trajectoryPoints);
// 应用宽度曲线
ApplyWidthCurve();
// 创建标记点
CreateTrajectoryMarkers(trajectoryPoints, maxHeight, impactPoint);
}
/// <summary>
/// 应用宽度曲线
/// </summary>
private void ApplyWidthCurve()
{
if (widthCurve == null || trajectoryLine.positionCount == 0)
return;
AnimationCurve curve = new AnimationCurve();
for (int i = 0; i < trajectoryLine.positionCount; i++)
{
float time = (float)i / (trajectoryLine.positionCount - 1);
float width = widthCurve.Evaluate(time) * lineWidth;
curve.AddKey(time, width);
}
trajectoryLine.widthCurve = curve;
}
/// <summary>
/// 创建轨迹标记点
/// </summary>
private void CreateTrajectoryMarkers(Vector3[] trajectoryPoints, float maxHeight, Vector3 impactPoint)
{
// 清除现有标记
ClearMarkers();
// 创建落点标记
if (impactMarkerPrefab != null)
{
impactMarker = Instantiate(impactMarkerPrefab, impactPoint, Quaternion.identity);
impactMarker.name = "ImpactMarker";
impactMarker.transform.SetParent(trajectoryPointsParent);
}
// 创建最大高度标记
if (maxHeightMarkerPrefab != null)
{
Vector3 maxHeightPoint = FindMaxHeightPoint(trajectoryPoints, maxHeight);
maxHeightMarker = Instantiate(maxHeightMarkerPrefab, maxHeightPoint, Quaternion.identity);
maxHeightMarker.name = "MaxHeightMarker";
maxHeightMarker.transform.SetParent(trajectoryPointsParent);
}
// 创建轨迹点标记(可选)
if (trajectoryPointPrefab != null)
{
CreateTrajectoryPointMarkers(trajectoryPoints);
}
}
/// <summary>
/// 查找最大高度点
/// </summary>
private Vector3 FindMaxHeightPoint(Vector3[] points, float maxHeight)
{
for (int i = 0; i < points.Length; i++)
{
if (Mathf.Abs(points[i].y - maxHeight) < 0.1f)
{
return points[i];
}
}
return points[0]; // 如果没找到,返回第一个点
}
/// <summary>
/// 创建轨迹点标记
/// </summary>
private void CreateTrajectoryPointMarkers(Vector3[] trajectoryPoints)
{
int step = Mathf.Max(1, trajectoryPoints.Length / 20); // 最多20个点标记
for (int i = 0; i < trajectoryPoints.Length; i += step)
{
GameObject pointMarker = Instantiate(trajectoryPointPrefab, trajectoryPoints[i], Quaternion.identity);
pointMarker.name = $"TrajectoryPoint_{i}";
pointMarker.transform.SetParent(trajectoryPointsParent);
// 设置标记大小
float scale = Mathf.Lerp(1f, 0.1f, (float)i / trajectoryPoints.Length);
pointMarker.transform.localScale = Vector3.one * scale;
}
}
/// <summary>
/// 清除所有标记
/// </summary>
public void ClearMarkers()
{
if (impactMarker != null)
{
DestroyImmediate(impactMarker);
impactMarker = null;
}
if (maxHeightMarker != null)
{
DestroyImmediate(maxHeightMarker);
maxHeightMarker = null;
}
if (trajectoryPointsParent != null)
{
for (int i = trajectoryPointsParent.childCount - 1; i >= 0; i--)
{
DestroyImmediate(trajectoryPointsParent.GetChild(i).gameObject);
}
}
}
/// <summary>
/// 清除轨迹
/// </summary>
public void ClearTrajectory()
{
if (trajectoryLine != null)
{
trajectoryLine.positionCount = 0;
}
ClearMarkers();
}
/// <summary>
/// 设置轨迹可见性
/// </summary>
public void SetTrajectoryVisible(bool visible)
{
if (trajectoryLine != null)
{
trajectoryLine.enabled = visible;
}
if (trajectoryPointsParent != null)
{
trajectoryPointsParent.gameObject.SetActive(visible);
}
}
/// <summary>
/// 更新轨迹材质
/// </summary>
public void UpdateTrajectoryMaterial(Material newMaterial)
{
if (trajectoryLine != null && newMaterial != null)
{
trajectoryLine.material = newMaterial;
}
}
/// <summary>
/// 设置轨迹颜色
/// </summary>
public void SetTrajectoryColor(Color color)
{
if (trajectoryLine != null)
{
trajectoryLine.startColor = color;
trajectoryLine.endColor = color;
}
}
/// <summary>
/// 设置轨迹宽度
/// </summary>
public void SetTrajectoryWidth(float width)
{
lineWidth = width;
if (trajectoryLine != null)
{
trajectoryLine.startWidth = width;
trajectoryLine.endWidth = width * 0.1f;
}
}
}
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MortarSimulation
{
/// <summary>
/// 禁用的UI管理器 - 替代UIManager.cs
/// 此文件用于解决UI包依赖问题
/// 请使用 UIManager_NoUI.cs 或 SimpleMortarController.cs 替代
/// </summary>
public class UIManager : MonoBehaviour
{
[Header("注意")]
[TextArea(3, 5)]
public string notice = "此UI管理器已禁用因为缺少Unity UI包依赖。\n\n请使用以下替代方案\n1. UIManager_NoUI.cs - 使用OnGUI的完整UI管理器\n2. SimpleMortarController.cs - 简化的迫击炮控制器\n3. 安装Unity UI包后使用原始UIManager.cs";
void Start()
{
Debug.LogWarning("UIManager已禁用请使用UIManager_NoUI.cs或SimpleMortarController.cs替代。");
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 400, 200));
GUILayout.BeginVertical("box");
GUILayout.Label("UI管理器已禁用", GUI.skin.box);
GUILayout.Space(10);
GUILayout.Label("原因: 缺少Unity UI包依赖");
GUILayout.Label("解决方案:");
GUILayout.Label("1. 使用 UIManager_NoUI.cs");
GUILayout.Label("2. 使用 SimpleMortarController.cs");
GUILayout.Label("3. 安装Unity UI包");
GUILayout.Space(10);
if (GUILayout.Button("查看使用说明"))
{
Application.OpenURL("file://" + Application.dataPath + "/简化版使用说明.md");
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MortarSimulation
{
/// <summary>
/// 无UI包依赖的UI管理器 - 使用OnGUI系统
/// 替代UIManager.cs解决编译错误
/// </summary>
public class UIManager_NoUI : MonoBehaviour
{
[Header("迫击炮控制器")]
public MortarController mortarController;
[Header("弹道计算器")]
public BallisticsCalculator ballisticsCalculator;
[Header("UI设置")]
public bool showUI = true;
public bool showParameters = true;
public bool showControls = true;
public bool showResults = true;
// 参数值
private string selectedCaliber = "82mm";
private float targetDistance = 3000f;
private float elevation = 45f;
private float windSpeed = 0f;
private float windDirection = 0f;
private float temperature = 15f;
private float pressure = 1013.25f;
private float humidity = 50f;
// UI状态
private bool showSettings = false;
private bool isCalculating = false;
private string statusMessage = "就绪";
private string resultsMessage = "";
private string warningMessage = "";
private string recommendationMessage = "";
// UI布局
private Rect mainPanelRect = new Rect(10, 10, 400, 600);
private Rect settingsPanelRect = new Rect(420, 10, 350, 500);
private Vector2 scrollPosition = Vector2.zero;
void Start()
{
InitializeComponents();
LoadDefaultValues();
}
/// <summary>
/// 初始化组件
/// </summary>
private void InitializeComponents()
{
if (mortarController == null)
mortarController = FindObjectOfType<MortarController>();
if (ballisticsCalculator == null)
ballisticsCalculator = new BallisticsCalculator();
if (mortarController == null)
{
Debug.LogError("未找到MortarController组件");
}
}
/// <summary>
/// 加载默认值
/// </summary>
private void LoadDefaultValues()
{
UpdateMortarController();
}
/// <summary>
/// 更新迫击炮控制器
/// </summary>
private void UpdateMortarController()
{
if (mortarController != null)
{
mortarController.SetMortarCaliber(selectedCaliber);
mortarController.SetElevation(elevation);
}
}
void OnGUI()
{
if (!showUI) return;
// 主面板
if (showParameters || showControls || showResults)
{
DrawMainPanel();
}
// 设置面板
if (showSettings)
{
DrawSettingsPanel();
}
}
/// <summary>
/// 绘制主面板
/// </summary>
private void DrawMainPanel()
{
mainPanelRect = GUILayout.Window(0, mainPanelRect, DrawMainWindow, "迫击炮控制系统");
}
/// <summary>
/// 绘制主窗口内容
/// </summary>
private void DrawMainWindow(int windowID)
{
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
// 参数显示
if (showParameters)
{
GUILayout.Label("当前参数", GUI.skin.box);
GUILayout.Label($"口径: {selectedCaliber}");
GUILayout.Label($"目标距离: {targetDistance:F0}m");
GUILayout.Label($"仰角: {elevation:F1}°");
GUILayout.Label($"风速: {windSpeed:F1}m/s");
GUILayout.Label($"风向: {windDirection:F0}°");
GUILayout.Label($"温度: {temperature:F1}°C");
GUILayout.Label($"气压: {pressure:F1}hPa");
GUILayout.Label($"湿度: {humidity:F0}%");
GUILayout.Space(10);
}
// 控制按钮
if (showControls)
{
GUILayout.Label("控制面板", GUI.skin.box);
GUILayout.BeginHorizontal();
if (GUILayout.Button("计算轨迹"))
{
OnCalculateClicked();
}
if (GUILayout.Button("发射炮弹"))
{
OnFireClicked();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("清除轨迹"))
{
OnClearClicked();
}
if (GUILayout.Button("设置"))
{
OnSettingsClicked();
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
// 结果显示
if (showResults)
{
GUILayout.Label("结果信息", GUI.skin.box);
GUILayout.Label($"状态: {statusMessage}");
if (!string.IsNullOrEmpty(resultsMessage))
{
GUILayout.Label(resultsMessage);
}
if (!string.IsNullOrEmpty(warningMessage))
{
GUI.color = Color.red;
GUILayout.Label($"警告: {warningMessage}");
GUI.color = Color.white;
}
if (!string.IsNullOrEmpty(recommendationMessage))
{
GUI.color = Color.blue;
GUILayout.Label($"建议: {recommendationMessage}");
GUI.color = Color.white;
}
}
GUILayout.EndScrollView();
// 窗口拖拽
GUI.DragWindow();
}
/// <summary>
/// 绘制设置面板
/// </summary>
private void DrawSettingsPanel()
{
settingsPanelRect = GUILayout.Window(1, settingsPanelRect, DrawSettingsWindow, "参数设置");
}
/// <summary>
/// 绘制设置窗口内容
/// </summary>
private void DrawSettingsWindow(int windowID)
{
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
// 迫击炮选择
GUILayout.Label("迫击炮类型");
string[] calibers = ballisticsCalculator.GetAvailableCalibers();
int currentIndex = System.Array.IndexOf(calibers, selectedCaliber);
if (currentIndex < 0) currentIndex = 0;
int newIndex = GUILayout.SelectionGrid(currentIndex, calibers, 1);
if (newIndex != currentIndex)
{
selectedCaliber = calibers[newIndex];
UpdateMortarController();
}
GUILayout.Space(10);
// 目标距离
GUILayout.Label($"目标距离: {targetDistance:F0}m");
targetDistance = GUILayout.HorizontalSlider(targetDistance, 100f, 15000f);
// 仰角
GUILayout.Label($"仰角: {elevation:F1}°");
elevation = GUILayout.HorizontalSlider(elevation, 10f, 80f);
// 风速
GUILayout.Label($"风速: {windSpeed:F1}m/s");
windSpeed = GUILayout.HorizontalSlider(windSpeed, 0f, 30f);
// 风向
GUILayout.Label($"风向: {windDirection:F0}°");
windDirection = GUILayout.HorizontalSlider(windDirection, 0f, 360f);
// 温度
GUILayout.Label($"温度: {temperature:F1}°C");
temperature = GUILayout.HorizontalSlider(temperature, -20f, 50f);
// 气压
GUILayout.Label($"气压: {pressure:F1}hPa");
pressure = GUILayout.HorizontalSlider(pressure, 950f, 1050f);
// 湿度
GUILayout.Label($"湿度: {humidity:F0}%");
humidity = GUILayout.HorizontalSlider(humidity, 0f, 100f);
GUILayout.Space(10);
// 控制按钮
if (GUILayout.Button("应用设置"))
{
OnApplySettings();
}
if (GUILayout.Button("重置默认值"))
{
OnResetSettings();
}
if (GUILayout.Button("关闭"))
{
OnCloseSettings();
}
GUILayout.EndScrollView();
// 窗口拖拽
GUI.DragWindow();
}
// 事件处理方法
private void OnCalculateClicked()
{
if (isCalculating) return;
StartCoroutine(CalculateTrajectory());
}
private void OnFireClicked()
{
if (mortarController != null)
{
mortarController.FireProjectile();
statusMessage = "炮弹已发射";
}
}
private void OnClearClicked()
{
if (mortarController != null)
{
mortarController.ClearTrajectory();
}
ClearResults();
}
private void OnSettingsClicked()
{
showSettings = !showSettings;
}
private void OnCloseSettings()
{
showSettings = false;
}
private void OnApplySettings()
{
UpdateMortarController();
statusMessage = "设置已应用";
}
private void OnResetSettings()
{
selectedCaliber = "82mm";
targetDistance = 3000f;
elevation = 45f;
windSpeed = 0f;
windDirection = 0f;
temperature = 15f;
pressure = 1013.25f;
humidity = 50f;
UpdateMortarController();
statusMessage = "已重置为默认值";
}
/// <summary>
/// 计算轨迹协程
/// </summary>
private System.Collections.IEnumerator CalculateTrajectory()
{
isCalculating = true;
statusMessage = "正在计算轨迹...";
yield return new WaitForSeconds(0.1f);
if (mortarController != null)
{
mortarController.CalculateAndShowTrajectory(
targetDistance,
windSpeed,
windDirection,
temperature,
pressure,
humidity
);
}
isCalculating = false;
statusMessage = "计算完成";
}
/// <summary>
/// 清除结果显示
/// </summary>
private void ClearResults()
{
resultsMessage = "";
warningMessage = "";
recommendationMessage = "";
statusMessage = "就绪";
}
/// <summary>
/// 显示计算结果
/// </summary>
public void ShowResults(BallisticsCalculator.BallisticsResult result)
{
resultsMessage = $"射程: {result.range:F1}m\n" +
$"飞行时间: {result.timeOfFlight:F2}s\n" +
$"最大高度: {result.maxHeight:F1}m";
warningMessage = result.warning;
recommendationMessage = result.recommendation;
}
void Update()
{
// 键盘快捷键
if (Input.GetKeyDown(KeyCode.C))
{
OnCalculateClicked();
}
if (Input.GetKeyDown(KeyCode.F))
{
OnFireClicked();
}
if (Input.GetKeyDown(KeyCode.Escape))
{
OnClearClicked();
}
if (Input.GetKeyDown(KeyCode.Tab))
{
showSettings = !showSettings;
}
}
}
}

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@ -0,0 +1,209 @@
using UnityEngine;
namespace MortarSimulation
{
/// <summary>
/// 简化版UI管理器 - 不依赖UI包使用OnGUI
/// </summary>
public class UIManager_Simple : MonoBehaviour
{
[Header("场景引用")]
public MortarController mortarController;
public BallisticsCalculator ballisticsCalculator;
[Header("参数")]
public float targetDistance = 1000f;
public float elevationAngle = 45f;
public float windSpeed = 0f;
public float windDirection = 0f;
public int selectedMortar = 0;
private bool showSettings = false;
private bool showResults = false;
// 迫击炮类型
private string[] mortarTypes = { "82mm迫击炮", "120mm迫击炮", "160mm迫击炮" };
void Start()
{
// 自动查找组件
if (mortarController == null)
mortarController = FindObjectOfType<MortarController>();
if (ballisticsCalculator == null)
ballisticsCalculator = new BallisticsCalculator();
}
void OnGUI()
{
// 主控制面板 - 缩小宽度,为结果显示留出更多空间
GUILayout.BeginArea(new Rect(10, 10, 280, 400));
GUILayout.Label("迫击炮弹道仿真系统", GUI.skin.box);
GUILayout.Space(10);
// 迫击炮选择
GUILayout.Label("迫击炮类型:");
selectedMortar = GUILayout.SelectionGrid(selectedMortar, mortarTypes, 1);
GUILayout.Space(10);
// 目标距离
GUILayout.Label($"目标距离: {targetDistance:F0}m");
targetDistance = GUILayout.HorizontalSlider(targetDistance, 100f, 5000f);
GUILayout.Space(10);
// 仰角
GUILayout.Label($"仰角: {elevationAngle:F1}°");
elevationAngle = GUILayout.HorizontalSlider(elevationAngle, 10f, 80f);
GUILayout.Space(10);
// 风速
GUILayout.Label($"风速: {windSpeed:F1} m/s");
windSpeed = GUILayout.HorizontalSlider(windSpeed, 0f, 20f);
GUILayout.Space(10);
// 风向
GUILayout.Label($"风向: {windDirection:F1}°");
windDirection = GUILayout.HorizontalSlider(windDirection, 0f, 360f);
GUILayout.Space(10);
// 控制按钮
GUILayout.BeginHorizontal();
if (GUILayout.Button("计算弹道"))
{
CalculateTrajectory();
}
if (GUILayout.Button("发射"))
{
FireMortar();
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
if (GUILayout.Button(showSettings ? "隐藏设置" : "显示设置"))
{
showSettings = !showSettings;
}
if (showSettings)
{
GUILayout.Space(10);
GUILayout.Label("高级设置", GUI.skin.box);
// 这里可以添加更多设置选项
GUILayout.Label("重力: 9.81 m/s²");
GUILayout.Label("空气密度: 1.225 kg/m³");
}
GUILayout.EndArea();
// 结果显示区域 - 扩大显示区域,提供更多空间
if (showResults)
{
GUILayout.BeginArea(new Rect(Screen.width - 400, 10, 380, 500));
GUILayout.Label("弹道计算结果", GUI.skin.box);
// 显示更详细的弹道信息
GUILayout.Space(5);
GUILayout.Label("=== 输入参数 ===", GUI.skin.label);
GUILayout.Label($"迫击炮类型: {mortarTypes[selectedMortar]}");
GUILayout.Label($"目标距离: {targetDistance:F0} m");
GUILayout.Label($"仰角: {elevationAngle:F1}°");
GUILayout.Label($"风速: {windSpeed:F1} m/s");
GUILayout.Label($"风向: {windDirection:F1}°");
GUILayout.Space(10);
GUILayout.Label("=== 计算结果 ===", GUI.skin.label);
// 这里可以显示更详细的弹道计算结果
if (ballisticsCalculator != null)
{
var result = ballisticsCalculator.CalculateTrajectory(
mortarTypes[selectedMortar],
targetDistance,
elevationAngle,
windSpeed,
windDirection,
15f, 1013.25f, 50f
);
GUILayout.Label($"实际射程: {result.range:F1} m");
GUILayout.Label($"飞行时间: {result.timeOfFlight:F2} s");
GUILayout.Label($"最大高度: {result.maxHeight:F1} m");
GUILayout.Label($"落点速度: {result.impactVelocity:F1} m/s");
GUILayout.Label($"弹道系数: {result.ballisticCoefficient:F3}");
if (result.windDrift != 0)
{
GUILayout.Label($"风力偏移: {result.windDrift:F1} m");
}
}
GUILayout.Space(10);
GUILayout.Label("=== 控制说明 ===", GUI.skin.label);
GUILayout.Label("空格键: 发射炮弹");
GUILayout.Label("C键: 重新计算弹道");
GUILayout.Label("ESC键: 关闭结果");
GUILayout.Space(10);
if (GUILayout.Button("关闭结果"))
{
showResults = false;
}
GUILayout.EndArea();
}
}
void CalculateTrajectory()
{
if (ballisticsCalculator != null)
{
// 使用弹道计算器计算轨迹
var result = ballisticsCalculator.CalculateTrajectory(
mortarTypes[selectedMortar],
targetDistance,
elevationAngle,
windSpeed,
windDirection,
15f, 1013.25f, 50f
);
showResults = true;
Debug.Log($"弹道计算完成: 射程={result.range:F1}m, 飞行时间={result.timeOfFlight:F2}s");
}
}
void FireMortar()
{
if (mortarController != null)
{
// 设置迫击炮参数
mortarController.SetMortarType(selectedMortar);
mortarController.SetTargetDistance(targetDistance);
mortarController.SetElevationAngle(elevationAngle);
mortarController.SetWindConditions(windSpeed, windDirection);
// 发射
mortarController.Fire();
}
}
// 键盘快捷键
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
FireMortar();
}
if (Input.GetKeyDown(KeyCode.C))
{
CalculateTrajectory();
}
if (Input.GetKeyDown(KeyCode.Escape))
{
showSettings = false;
showResults = false;
}
}
}
}

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