Eonirr

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Jan 12th, 2026
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  1. Vector2 toPlayer = player.position - transform.position;
  2.  
  3. float angle = Vector2.Angle(Vector2.down, toPlayer);
  4.  
  5. float targetZ;
  6.  
  7. if (angle <= maxAngle)
  8. {
  9. targetZ = Mathf.Atan2(toPlayer.y, toPlayer.x) * Mathf.Rad2Deg - 90f;
  10. }
  11. else
  12. {
  13. targetZ = -90f; // t'inverse quand ta spider est dans l'autre sens
  14. }
  15.  
  16. float newZ = Mathf.MoveTowardsAngle(
  17. transform.eulerAngles.z,
  18. targetZ,
  19. rotationSpeed * Time.deltaTime
  20. );
  21.  
  22. transform.rotation = Quaternion.Euler(0f, 0f, newZ);
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