public void AssignNextTarjet()
 {
     if (CloseOverlaps.Count > 0)
     {
         SmoothLook VariableForAsignTarget = AuxForAssignTarget.GetComponent <SmoothLook>();
         GameObject ActualEnemy            = VariableForAsignTarget.GetTarget().gameObject;
         int        ControlPos             = -1;
         for (int i = 0; i < CloseOverlaps.Count; i++)
         {
             if (CloseOverlaps[i] == ActualEnemy)
             {
                 ControlPos = i;
                 Debug.Log("Controlando");
             }
         }
         Debug.Log(ControlPos);
         if (ControlPos != -1)
         {
             if (ControlPos + 1 < CloseOverlaps.Count)
             {
                 VariableForAsignTarget.SetNextTarget(CloseOverlaps[ControlPos + 1].transform);
             }
             else
             {
                 VariableForAsignTarget.SetNextTarget(CloseOverlaps[0].transform);
             }
         }
     }
 }
 private void AssignTarjetOrClear()
 {
     //if (CalculateEnemyInList() != null && CloseOverlaps.Count > 0)
     if (CloseOverlaps.Count > 0)
     {
         SmoothLook VariableForAsignTarget = AuxForAssignTarget.GetComponent <SmoothLook>();
         VariableForAsignTarget.SetTarget(CalculateEnemyInList().transform);
     }
     else
     {
         CloseOverlaps.Clear();
     }
 }