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- Vector3 dir = targetPos - transform.position;
- if(dir.x >= 0) dir.x = Mathf.Min(dir.x , dir.x - Screen.width);
- else dir.x = Mathf.Max(dir.x , dir.x + Screen.width);
- if(dir.y >= 0) dir.y = Mathf.Min(dir.y , dir.y - Screen.height);
- else dir.y = Mathf.Max(dir.y , dir.y + Screen.height);
- float rotZ = Mathf.Atan2(dir.x, dir.y) * Mathf.Rad2Deg;
- transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0,0,-rotZ), rotationSpeed);
- rb.AddForceAtPosition(transform.up * Thrust, transform.position - transform.up);
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