public bool IsInRange(Vector2 origin, Vector2 target) { return(GUPMath.IsInRange(origin, target, range)); }
public bool IsInAngle(Vector2 origin, Vector2 target, Vector2 direction) { return(GUPMath.IsInAngle(origin, target, angle, direction)); }
public bool IsCurrentValueLesser(float value) { return(GUPMath.IsLesser(Current, value)); }
public bool IsInSight(Vector2 origin, Vector2 target, Vector2 direction) { return(GUPMath.IsInAngle(origin, target, angle, direction) && GUPMath.IsInRange(origin, target, range)); }
public bool IsCurrentValueGreater(float value) { return(GUPMath.IsGreater(Current, value)); }