This can be a easy use of a dot product:
// Returns 1 if the physique is shifting away (distance rising),
// -1 if shifting towards (distance rising),
// and 0 if shifting perpendicular (no change in distance)
float MovementDirection(Rigidbody2D physique, Vector2 place) {
// Assemble a vector that factors from the reference place to the physique.
var away = physique.place - place;
// Examine this route towards the physique's velocity.
float dot = Vector2.Dot(physique.velocity, away);
if (Mathf.Roughly(dot, 0)) return 0;
return Mathf.Signal(dot);
}
For extra details about how the dot product works, see How do I interpret the dot product of non-normalized vectors?