begin populate WIP missile threat + minor logging convienences
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AntishipMissile : MonoBehaviour {
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// Start is called before the first frame update
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void Start() {}
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// Update is called once per frame
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void Update() {}
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}
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107
Assets/Scripts/Threats/MissileThreat.cs
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107
Assets/Scripts/Threats/MissileThreat.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Base class for missile targets. Uses same set of flight phases as base Hydra-70.
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/// </summary>
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public class MissileThreat : Threat
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{
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protected float boostAcceleration = 20;
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protected float midcourseAcceleration = 5;
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protected override void UpdateReady(double deltaTime)
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{
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// if in ready phase, just set to boost phase immediately
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SetFlightPhase(FlightPhase.BOOST);
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}
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protected override void UpdateBoost(double deltaTime)
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{
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// The interceptor only accelerates along its roll axis (forward in Unity)
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Vector3 rollAxis = transform.forward;
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// Calculate boost acceleration
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float boostAcceleration =
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(float)(_staticConfig.boostConfig.boostAcceleration * Constants.kGravity);
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Vector3 accelerationInput = boostAcceleration * rollAxis;
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// Calculate the total acceleration
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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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// Apply the acceleration force
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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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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Vector3 acceleration = CalculateAcceleration(accelerationInput);
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GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
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}
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protected Vector3 CalculateAcceleration(Vector3 accelerationInput,
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bool compensateForGravity = false)
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{
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Vector3 gravity = Physics.gravity;
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if (compensateForGravity)
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{
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Vector3 gravityProjection = CalculateGravityProjectionOnPitchAndYaw();
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accelerationInput -= gravityProjection;
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}
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float airDrag = CalculateDrag();
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float liftInducedDrag = CalculateLiftInducedDrag(accelerationInput);
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float dragAcceleration = -(airDrag + liftInducedDrag);
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// Project the drag acceleration onto the forward direction
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Vector3 dragAccelerationAlongRoll = dragAcceleration * transform.forward;
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_dragAcceleration = dragAccelerationAlongRoll;
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return accelerationInput + gravity + dragAccelerationAlongRoll;
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}
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protected float CalculateMaxAcceleration()
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{
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float maxReferenceAcceleration =
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(float)(_staticConfig.accelerationConfig.maxReferenceAcceleration * Constants.kGravity);
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float referenceSpeed = _staticConfig.accelerationConfig.referenceSpeed;
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return Mathf.Pow(GetComponent<Rigidbody>().linearVelocity.magnitude / referenceSpeed, 2) *
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maxReferenceAcceleration;
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}
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protected Vector3 CalculateGravityProjectionOnPitchAndYaw()
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{
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Vector3 gravity = Physics.gravity;
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Vector3 pitchAxis = transform.right;
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Vector3 yawAxis = transform.up;
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// Project the gravity onto the pitch and yaw axes
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float gravityProjectionPitchCoefficient = Vector3.Dot(gravity, pitchAxis);
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float gravityProjectionYawCoefficient = Vector3.Dot(gravity, yawAxis);
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// Return the sum of the projections
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return gravityProjectionPitchCoefficient * pitchAxis +
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gravityProjectionYawCoefficient * yawAxis;
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}
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private float CalculateDrag()
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{
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float dragCoefficient = _staticConfig.liftDragConfig.dragCoefficient;
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float crossSectionalArea = _staticConfig.bodyConfig.crossSectionalArea;
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float mass = _staticConfig.bodyConfig.mass;
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float dynamicPressure = (float)GetDynamicPressure();
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float dragForce = dragCoefficient * dynamicPressure * crossSectionalArea;
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return dragForce / mass;
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}
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private float CalculateLiftInducedDrag(Vector3 accelerationInput)
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{
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float liftAcceleration =
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(accelerationInput - Vector3.Dot(accelerationInput, transform.up) * transform.up).magnitude;
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float liftDragRatio = _staticConfig.liftDragConfig.liftDragRatio;
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return Mathf.Abs(liftAcceleration / liftDragRatio);
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}
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}
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