private void SnapAimTowardsTargets()
    {
        if (playerMovement == null ||
            player == null)
        {
            return;
        }
        if (snapDelay > 0f)
        {// || TutorialLiveClips.runningLiveClips || PlayerRecorder.isRecording) {
            playerMovement?.RotatePlayer();
            return;
        }
        PlayerMovement pm             = (PlayerMovement)playerMovement;
        Vector2        stickDirection = pm.lastDirection;

        if (snapToObject != null)
        {
            Vector3 vector = (snapToObject.transform.position - transform.position).normalized;
            if (stickDirection == Vector2.zero ||
                Mathf.Abs(Vector2.Angle(vector, stickDirection)) < aimAssistThreshold ||
                Mathf.Abs(Vector2.Angle(stickAngleWhenSnapped, stickDirection)) < snapEpsilon)
            {
                SnapToGameObject();
            }
            else
            {
                snapDelay    = delayBetweenSnaps;
                snapToObject = null;
                playerMovement?.RotatePlayer();
            }
        }
        else
        {
            if (stickDirection == Vector2.zero)
            {
                playerMovement?.RotatePlayer();
                return;
            }

            Vector2?goalVector     = null;
            Vector2?teammateVector = null;
            if (goal != null)
            {
                goalVector = ((goal.transform.position + Vector3.up) - transform.position).normalized;
            }
            if (teammate != null)
            {
                teammateVector = (teammate.transform.position - transform.position).normalized;
            }

            if (goalVector.HasValue &&
                Mathf.Abs(Vector2.Angle(transform.right, goalVector.Value)) < aimAssistThreshold &&
                Ball.renderer.color == player.team.teamColor.color)
            {
                snapToObject          = goal;
                stickAngleWhenSnapped = stickDirection;
                SnapToGameObject();
            }
            else if (teammateVector.HasValue &&
                     Mathf.Abs(Vector2.Angle(transform.right, teammateVector.Value)) < aimAssistThreshold)
            {
                snapToObject          = teammate;
                stickAngleWhenSnapped = stickDirection;
                SnapToGameObject();
            }
            else
            {
                playerMovement?.RotatePlayer();
            }
        }
    }