private void AttackTarget(Transform target) { _aimTarget.transform.position = target.transform.position; var targetQuaternion = Quaternion.LookRotation(target.transform.position - gameObject.transform.position); targetQuaternion.z = 0; targetQuaternion.x = 0; gameObject.transform.rotation = Quaternion.Slerp(gameObject.transform.rotation, targetQuaternion, _rotateSpeed * Time.deltaTime); SwitchAutoShootingEvent?.Invoke(true); }
private void ClearTargets() { SwitchAutoShootingEvent?.Invoke(false); _currentTarget = null; _currentDistance = 0; _enemyList = null; if (isAiming) { _aimTarget.transform.position = StartPosition.position; isAiming = false; } }