using UnityEngine; public class AimForPlayer : MonoBehaviour { public enum Target { OtherPlayer, Closest } public float upOffset; public Target target; private SpawnedAttack spawned; private void Start() { spawned = GetComponentInParent(); } private void Update() { Player player = null; player = ((target != 0) ? PlayerManager.instance.GetClosestPlayer(base.transform.position, needVision: true) : PlayerManager.instance.GetOtherPlayer(spawned.spawner)); if ((bool)player && PlayerManager.instance.CanSeePlayer(base.transform.position, player).canSee) { base.transform.rotation = Quaternion.LookRotation(player.transform.position + Vector3.up * Vector3.Distance(player.transform.position, base.transform.position) * 0.1f * upOffset - base.transform.position, Vector3.forward); } } }