private Quaternion RotationOf(Entity entity) { var direction = entity.DirectionFrom(transform.position); var angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; return Quaternion.AngleAxis(angle, Vector3.forward); }
private Vector2 PositionOf(Entity entity) { Vector2 position = transform.position; return position + entity.DistanceTo(position) * entity.DirectionFrom(position); }