public static float FindDirection(Vector3 vStartLocation, Vector3 vTargetLocation, bool inRadian = false)
{
Vector3 startNormalized = vStartLocation;
startNormalized.Normalize();
Vector3 targetNormalized = vTargetLocation;
targetNormalized.Normalize();
float angle = NormalizeRadian((float)Math.Atan2((vTargetLocation.Y - vStartLocation.Y), (vTargetLocation.X - vStartLocation.X)));
//MathEx.ToDegrees(NormalizeRadian((float)Math.Atan2(vTargetLocation.Y-vStartLocation.Y, vTargetLocation.X-vStartLocation.X)));
if (inRadian)
return angle;
return MathEx.ToDegrees(angle);
}