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); }