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 BallisticAim component (enforced by [RequireComponent(typeof(BallisticAim))]).


Public Fields

  • public Transform targetTransform

    • Drag 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 true if the most recent call to ballisticAim.Aim(...) succeeded (i.e., a valid firing angle exists to hit targetTransform.position).

    • If targetTransform is unset (null) or out of range, HasSolution becomes false.


Public Methods

  • public void SetTarget(Transform newTarget)

    • Assigns a new Transform to targetTransform.

    • 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

  1. Scene Setup

    • Attach both BallisticAim and BallisticTargeting to your turret (or launcher) GameObject.

    • Assign the turret’s Y‐pivot and X‐pivot inside the BallisticAim component.

    • In BallisticTargeting, drag the enemy’s Transform (e.g., “Enemy1”) into targetTransform.

  2. 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, BallisticTargeting calls ballisticAim.Aim(targetTransform.position) internally.

    • HasSolution updates automatically, so your UI or firing logic can react immediately.


Designer Tips

  • Unassigned Target

    • If targetTransform is left null, HasSolution will always be false and 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 HasSolution

    • Use HasSolution in 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 BallisticAim Settings

    • Ensure that initialSpeed, constantAcceleration, and pivot limits in BallisticAim are configured so that targets you want to hit lie within range. Otherwise, HasSolution will be false for unreachable positions.

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