//private float GetAngleToFixedEnemy() //{ // if (fixedEnemy == null) // return 0f; // Vector3 direct1 = transform.parent.up; // Vector3 direct2 = fixedEnemy.position - transform.position; // return SM.GetAngleFromTo(direct1, direct2); //} private float GetAngleToEnemy(Transform enemy) { if (enemy == null) { return(0f); } Vector3 direct1 = transform.parent.up; Vector3 direct2 = enemy.position - transform.position; return(SM.GetAngleFromTo(direct1, direct2)); }