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- Vector2 toPlayer = player.position - transform.position;
- float angle = Vector2.Angle(Vector2.down, toPlayer);
- float targetZ;
- if (angle <= maxAngle)
- {
- targetZ = Mathf.Atan2(toPlayer.y, toPlayer.x) * Mathf.Rad2Deg - 90f;
- }
- else
- {
- targetZ = -90f; // t'inverse quand ta spider est dans l'autre sens
- }
- float newZ = Mathf.MoveTowardsAngle(
- transform.eulerAngles.z,
- targetZ,
- rotationSpeed * Time.deltaTime
- );
- transform.rotation = Quaternion.Euler(0f, 0f, newZ);
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