2024-09-12 15:44:55 -07:00
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using System.Collections;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using UnityEngine;
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public class Hydra70 : Missile
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{
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private Vector3 _acceleration;
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private bool _submunitionsLaunched = false;
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protected override void Update() {
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base.Update();
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// Check if it's time to launch submunitions
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if (!_submunitionsLaunched && (GetFlightPhase() == FlightPhase.MIDCOURSE || GetFlightPhase() == FlightPhase.BOOST) &&
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SimManager.Instance.GetElapsedSimulationTime() >= _agentConfig.submunitions_config.launch_config.launch_time)
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{
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SpawnSubmunitions();
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_submunitionsLaunched = true;
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}
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}
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protected override void UpdateMidCourse(double deltaTime)
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{
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Vector3 accelerationInput = Vector3.zero;
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// Calculate and set the total acceleration
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2024-09-12 22:38:44 -07:00
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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2024-09-12 15:44:55 -07:00
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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_acceleration = acceleration;
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}
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protected override void DrawDebugVectors()
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{
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base.DrawDebugVectors();
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if (_acceleration != null)
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{
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Debug.DrawRay(transform.position, _acceleration * 1f, Color.green);
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}
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}
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public void SpawnSubmunitions() {
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Debug.Log("Spawning submunitions");
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// print the callstack
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Debug.Log(new System.Diagnostics.StackTrace().ToString());
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List<Missile> submunitions = new List<Missile>();
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switch(_agentConfig.submunitions_config.agent_config.missile_type) {
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case MissileType.MICROMISSILE:
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for (int i = 0; i < _agentConfig.submunitions_config.num_submunitions; i++) {
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AgentConfig convertedConfig = AgentConfig.FromSubmunitionAgentConfig(_agentConfig.submunitions_config.agent_config);
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convertedConfig.initial_state.position = transform.position;
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convertedConfig.initial_state.velocity = GetComponent<Rigidbody>().velocity;
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Missile submunition = SimManager.Instance.CreateMissile(convertedConfig);
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submunitions.Add(submunition);
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Debug.Log("Created submunition");
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}
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break;
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}
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SimManager.Instance.AssignMissilesToTargets(submunitions);
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}
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}
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