private SteeringOut Wander() { SteeringOut steeringOut = new SteeringOut(); float newTargetAngle = _owner.TargetAngle(); float jitterValue = UnityEngine.Random.Range(-1f, 1f) * _fWanderJitter; newTargetAngle += jitterValue; if (newTargetAngle > 360) { newTargetAngle -= 360; } if (newTargetAngle < 0) { newTargetAngle += 360; } float deltaAngle = Utils.AbsDeltaAngle(newTargetAngle, _owner.DegreeHeading()); steeringOut.LimitSpeed = DeltaAngle2LimitSpeed(deltaAngle); steeringOut.TargetAngle = newTargetAngle; return(steeringOut); }