struct Target The Target struct is at the core of TargetPRO. It carries cached information about a target and the entire chain of source components which touched it. A Target is generally obtained from an event delegate or by accessing one of the TargetPRO component's target lists. If you need to construct a Target, there are several overloads provided. Note you need to use the 'new' keyword: target = new Target(Transform transform, TargetTracker targetTracker);target = new Target(Targetable targetable, TargetTracker targetTracker); When a transform is passed a GetComponent call is used to get the Targetable, so the transform must be from a GameObject that has a Targetable component. Using the second two have almost no performance overhead because they simply pass off references. No component look-ups occur. Target Cache Members These members are references to components which are on your target GameObject.
Source Cache Members These members are references to TargetPRO components which have come in contact with this Target. These will be null if the component was not used or never touched the Target struct (except targetTracker, which will always be available as it is the ultimate source of all targets.)
Example: if (target == Target.Null) |
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