BallisticInfo CalculateTrajectoryAngles()
	{
		Vector3 targetVector = target.position - transform.position;
		float height = targetVector.y;
		targetVector.y = 0.0f;

		float x = targetVector.magnitude;
		float y = height;
		float g = Mathf.Abs(Physics.gravity.y);

		float underTheRoot = vHyperCubed - (g*(g*x*x + 2*y*vSquared));

		if(underTheRoot < 0.0f)
		{
			return null;
		}

		float root = Mathf.Sqrt(underTheRoot);

		float top1 = vSquared + root;
		float top2 = vSquared - root;
		float bottom = g*x;

		float angle1 = Mathf.Atan2(bottom,top1);
		float angle2 = Mathf.Atan2(bottom,top2);

		BallisticInfo returnValue = new BallisticInfo();
		returnValue.lowAngle = angle1*Mathf.Rad2Deg;
		returnValue.highAngle = angle2*Mathf.Rad2Deg;

		return returnValue;
	}
    BallisticInfo CalculateTrajectoryAngles()
    {
        Vector3 targetVector = target.position - transform.position;
        float   height       = targetVector.y;

        targetVector.y = 0.0f;

        float x = targetVector.magnitude;
        float y = height;
        float g = Mathf.Abs(Physics.gravity.y);

        float underTheRoot = vHyperCubed - (g * (g * x * x + 2 * y * vSquared));

        if (underTheRoot < 0.0f)
        {
            return(null);
        }

        float root = Mathf.Sqrt(underTheRoot);

        float top1   = vSquared + root;
        float top2   = vSquared - root;
        float bottom = g * x;

        float angle1 = Mathf.Atan2(bottom, top1);
        float angle2 = Mathf.Atan2(bottom, top2);

        BallisticInfo returnValue = new BallisticInfo();

        returnValue.lowAngle  = angle1 * Mathf.Rad2Deg;
        returnValue.highAngle = angle2 * Mathf.Rad2Deg;

        return(returnValue);
    }
    // Update is called once per frame
    void Update()
    {
        BallisticInfo info = CalculateTrajectoryAngles();

        if (info != null)
        {
            targetHUD1.SetActive(true);
            targetHUD2.SetActive(true);
            targetIndicator1.localEulerAngles = new Vector3(-info.lowAngle, 0.0f, 0.0f);
            targetIndicator2.localEulerAngles = new Vector3(-info.highAngle, 0.0f, 0.0f);
            if (debugMode)
            {
                transform.localRotation = Quaternion.LookRotation(target.position - transform.position);
                Camera.main.transform.localEulerAngles = new Vector3(-info.highAngle, 0.0f, 0.0f);
            }
        }
        else
        {
            targetHUD1.SetActive(false);
            targetHUD2.SetActive(false);
        }
    }