// プレイヤーを注視 protected void LookPlayer(float rotateLimit) { GameObject player = GameController.Instance.playerObj; float angle = UtilityFunction.GetToAngle(enemy.transform.position, player.transform.position) * Mathf.Rad2Deg; enemy.transform.rotation = Quaternion.RotateTowards(enemy.transform.rotation, Quaternion.Euler(0.0f, 0.0f, angle - 90), rotateLimit); }
// プレイヤーまでの角度Quaternion protected Quaternion LookPlayerQuat(Vector3 basePos) { GameObject player = GameController.Instance.playerObj; float angle = UtilityFunction.GetToAngle(basePos, player.transform.position) * Mathf.Rad2Deg; return(Quaternion.Euler(0.0f, 0.0f, angle - 90)); }
// プレイヤーまでの角度算出(指定座標から) protected float LookPlayer(Vector3 pos) { GameObject player = GameController.Instance.playerObj; return(UtilityFunction.GetToAngle(pos, player.transform.position) * Mathf.Rad2Deg - 90.0f); }