public class LookAtEnemyLogic : MonoBehaviour
{
    private Transform enemy;
    public float speed;
    void Update()
    {
        if (enemy)
        {
            // Плавный поворот на врага
            var targetRotation = Quaternion.LookRotation(enemy.transform.position - transform.position);
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
        }
    }
    private void OnTriggerStay(Collider player)
    {
        if (player.gameObject.CompareTag("Enemy") && !enemy)
        {
            enemy = player.transform;
        }
    }
    private void OnTriggerExit(Collider other)
    {
        if(other.transform == enemy)
        {
            enemy = null;
        }
    }
}public class LookAtEnemyLogic : MonoBehaviour
{
    private Transform enemy;
    public float speed;
    void Update()
    {
        if (enemy)
        {
            // Плавный поворот на врага
            var targetRotation = Quaternion.LookRotation(enemy.transform.position - transform.position);
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
        }
    }
    private void OnTriggerStay(Collider player)
    {
        if (player.gameObject.CompareTag("Enemy")&&!enemy)
        {
            enemy = player.transform;
        }
    }
}