private Vector2 MoveDirection(MoveTrends trend) { Vector2 direction; switch (trend) { case MoveTrends.Away: direction = transform.position - targetGameObject.Value.transform.position; break; default: direction = targetGameObject.Value.transform.position - transform.position; break; } direction = direction.normalized; return(direction); }
private Vector2 MoveDirection(MoveTrends trend) { Vector2 direction; switch (trend) { case MoveTrends.Away: direction = transform.position - targetGameObject.Value.transform.position; break; default: direction = targetGameObject.Value.transform.position - transform.position; break; } Vector2 horizontal = Vector3.Cross(Vector3.forward, direction).normalized; horizontal *= Random.Range(-targetDisturbance, targetDisturbance); direction += horizontal; direction = direction.normalized; return(direction); }