Refactor "Missile" -> "Interceptor"

This commit is contained in:
Daniel Lovell
2024-09-24 19:59:25 -07:00
parent bbb2dba1ed
commit a29efbb4ca
23 changed files with 155 additions and 158 deletions

View File

@@ -3,7 +3,7 @@ using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
public class Hydra70 : Missile {
public class Hydra70 : Interceptor {
private bool _submunitionsLaunched = false;
protected override void FixedUpdate() {
@@ -34,20 +34,20 @@ public class Hydra70 : Missile {
}
public void SpawnSubmunitions() {
List<Missile> submunitions = new List<Missile>();
switch (_agentConfig.submunitions_config.agent_config.missile_type) {
case MissileType.MICROMISSILE:
List<Interceptor> submunitions = new List<Interceptor>();
switch (_agentConfig.submunitions_config.agent_config.interceptor_type) {
case InterceptorType.MICROMISSILE:
for (int i = 0; i < _agentConfig.submunitions_config.num_submunitions; i++) {
AgentConfig convertedConfig =
AgentConfig.FromSubmunitionAgentConfig(_agentConfig.submunitions_config.agent_config);
convertedConfig.initial_state.position = transform.position;
convertedConfig.initial_state.velocity = GetComponent<Rigidbody>().velocity;
Missile submunition = SimManager.Instance.CreateMissile(convertedConfig);
Interceptor submunition = SimManager.Instance.CreateInterceptor(convertedConfig);
submunitions.Add(submunition);
}
break;
}
SimManager.Instance.AssignMissilesToThreats(submunitions);
SimManager.Instance.AssignInterceptorsToThreats(submunitions);
}
}

View File

@@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Micromissile : Missile {
public class Micromissile : Interceptor {
[SerializeField]
private float _navigationGain = 3f; // Typically 3-5
@@ -57,7 +57,7 @@ public class Micromissile : Missile {
float acc_az = N * closing_velocity * los_rate_az;
float acc_el = N * closing_velocity * los_rate_el;
// Convert acceleration commands to missile body frame
// Convert acceleration commands to craft body frame
accelerationCommand = transform.right * acc_az + transform.up * acc_el;
// Clamp the acceleration command to the maximum acceleration