void LookAtTarget() { Quaternion look = StaticMaths.GetLookRotation(target.transform.position, transform.position, transform.forward, out bool rotate, 1); if (rotate) { transform.rotation = Quaternion.Slerp(transform.rotation, look, Time.deltaTime * aISettings.rotSpeed); } }
void RotateToTarget() { Transform player = playerAnim.transform.parent; Vector3 target = _lastEndPos; target.y = player.position.y; Quaternion rot = StaticMaths.GetLookRotation(target, player.position, player.forward, out bool shouldRotate, 1); if (shouldRotate) { player.rotation = Quaternion.Slerp(player.rotation, rot, Time.deltaTime * playerTurnSpeed); } }