private void Update()
 {
     if (delay <= 0f)
     {
         UtilFunc.LookAt2D(transform, target.position);
         return;
     }
     if (timer >= delay)
     {
         timer = 0f;
     }
     timer += Time.deltaTime;
     transform.rotation = Quaternion.Lerp(transform.rotation, UtilFunc.GetQuaternionFromLookAt2D(transform, target.position), timer / delay);
 }