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Question by Bionicghost · Mar 07, 2017 at 08:50 PM · transformtrackingmissile

Feeding a stored transform to a different script

Greetings.

I'm trying to create a script that shoots seeking missiles to a target that has been locked onto. The script shoots a raycast when the fire buton is held, and stores the transform of the first gameobject with the 'enemy' layer it encounters as a public variable "target". Then, when the fire button is released, it should instantiate a missile prefab, give the script that controls it the transform of the enemy, then delete the transform to prepare for the next shot.

So my question is, how do i make the missile shooter script feed the target's transform to the missile?

Here are the scripts so far:

 public class MissileShooter : MonoBehaviour {
 
     public GameObject missile;
     public Transform cannonEnd;
     public Transform target;
     public LayerMask layerMask;
     public  bool isTargetSet=false;
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
 
         if (Input.GetButton("Square")&&!isTargetSet)
         {
             RaycastHit lockOn;
             if (Physics.Raycast(transform.position, /*fireRotation * */  Vector3.forward, out lockOn, Mathf.Infinity, layerMask))
             {
 
                 //check how to add a timer to see if the enemy gets out of the camera
                 target = lockOn.transform;
                 isTargetSet = true;
             }
         }
 
         if (Input.GetButtonUp("Square")&&isTargetSet){
             Instantiate(missile,cannonEnd.position, cannonEnd.rotation);
             target = null;
             isTargetSet = false;
 
         }
         
     }
 }
 

and

 public class MissileMover : AutomaticDestroyObject {
     public float missileSpeeed = 30;
 
     public Transform target;
 
     // Use this for initialization
     void Start()
     {
      
     }
     
     // Update is called once per frame
     void Update () {
 
         transform.LookAt(target);
 
         transform.localPosition += transform.forward * Time.deltaTime * missileSpeeed;
     }
 }
 

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