Ballistic Targeting

BallisticTargeting is a lightweight helper that sits on a GameObject with a BallisticAim component. Every frame (in LateUpdate), it attempts to aim at a designated targetTransform. It exposes a read‐only HasSolution flag indicating whether a valid ballistic solution exists for the current target position. Designers can swap targets at runtime via SetTarget(...).
Requirements
The GameObject must have a
BallisticAimcomponent (enforced by[RequireComponent(typeof(BallisticAim))]).
Public Fields
public Transform targetTransformDrag a Transform (e.g., an enemy, waypoint, or moving object) into this slot via the Inspector.
The component will attempt to calculate a low‐arc solution to this position every frame.
Public Properties
public bool HasSolution { get; private set; }Read‐only property that returns
trueif the most recent call toballisticAim.Aim(...)succeeded (i.e., a valid firing angle exists to hittargetTransform.position).If
targetTransformis unset (null) or out of range,HasSolutionbecomesfalse.
Public Methods
public void SetTarget(Transform newTarget)Assigns a new
TransformtotargetTransform.Can be called from other scripts to change who or what this turret should aim at.
Example:
csharpCopyEditvoid SwitchEnemy(Transform nextEnemy) { GetComponent<BallisticTargeting>().SetTarget(nextEnemy); }
Usage Example
Scene Setup
Attach both
BallisticAimandBallisticTargetingto your turret (or launcher) GameObject.Assign the turret’s Y‐pivot and X‐pivot inside the
BallisticAimcomponent.In
BallisticTargeting, drag the enemy’s Transform (e.g., “Enemy1”) intotargetTransform.
Runtime Behavior
csharpCopyEditpublic class TurretController : MonoBehaviour { private BallisticTargeting targeting; void Awake() { targeting = GetComponent<BallisticTargeting>(); } void Update() { if (targeting.HasSolution) { // We have a valid firing solution—enable shooter, show reticle, etc. } else { // Out of range or no target—disable fire button or show “no lock” } } public void ChangeTarget(Transform newEnemy) { targeting.SetTarget(newEnemy); } }Each frame,
BallisticTargetingcallsballisticAim.Aim(targetTransform.position)internally.HasSolutionupdates automatically, so your UI or firing logic can react immediately.
Designer Tips
Unassigned Target
If
targetTransformis leftnull,HasSolutionwill always befalseand the turret won’t rotate. This is useful for “idle” states where you don’t want the turret to seek anything.
Target Swapping
Call
SetTarget(...)from other gameplay scripts (e.g., when switching between multiple enemies).If you need a “clear target” behavior, call
SetTarget(null)to reset.
Checking
HasSolutionUse
HasSolutionin your HUD to display a “lock‐on” reticle only when a shot is possible.Poll it in
Update()to toggle the “Can Fire” icon or disable the fire button if no solution exists.
Combining with
BallisticAimSettingsEnsure that
initialSpeed,constantAcceleration, and pivot limits inBallisticAimare configured so that targets you want to hit lie within range. Otherwise,HasSolutionwill befalsefor unreachable positions.
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