private void HandleInput() { if (!Npc) { _currentAngle -= Input.GetAxis("Horizontal") * Time.fixedDeltaTime * _speed; } else { _closestBall = _ballManager.GetClosestBall(_transform); if (Utils.Vector2Extension.GetRadiant(_transform.position) - Utils.Vector2Extension.GetRadiant(_closestBall.transform.position) > Time.deltaTime * _speed) { _currentAngle -= Time.fixedDeltaTime * _speed; } else if (Utils.Vector2Extension.GetRadiant(_closestBall.transform.position) - Utils.Vector2Extension.GetRadiant(_transform.position) > Time.deltaTime * _speed) { _currentAngle += Time.fixedDeltaTime * _speed; } } }