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- float bulletFlightTime = (targetAlien.transform.position - newProjectile.transform.position).magnitude / bulletMoveSpeed;
- Vector3 alienPredictedPos = targetAlien.transform.position + targetAlien.rigidbody.velocity * bulletFlightTime;
- newProjectile.rigidbody.velocity = (alienPredictedPos - newProjectile.transform.position).normalized * bulletMoveSpeed;
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