void AttemptToHit() { Vector2 direction = transform.position - target.position; //float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; //transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); //transform.position = position + direction * 0.15f; enemyWeapon.SwingAt(target.position); }