private void TurnToTargetRotation(Transform[] transList, float rotateRange, List <Vector3> defaultV3List, Vector2 curFaceVec) { if (m_Base.GetFlipX()) { curFaceVec.x = -curFaceVec.x; curFaceVec.y = -curFaceVec.y; } for (int i = 0; i < transList.Length; i++) { float angle = Mathf.Atan2(curFaceVec.y, curFaceVec.x) * Mathf.Rad2Deg * rotateRange; Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward); transList[i].rotation = Quaternion.Slerp(transList[i].rotation, rotation, m_AimTurnSpeed * Time.deltaTime); } }