colliders.AddRange(Physics.OverlapSphere(_turret.position, explosionRadius));
if(colliders.Count <= 0) return;
for (int i = 0; i < colliders.Count; i++)
{
if (colliders[i].tag == “Enemy”)
{

Debug.DrawLine(_turret.position, colliders[i].transform.position);
var targetRotation = Quaternion.LookRotation(colliders[i].transform.position – _turret.transform.position, Vector3.up); //求出与目标之间的角度
_turret.transform.rotation = Quaternion.Slerp(_turret.transform.rotation, targetRotation, Time.deltaTime * RotatSpeed);//旋转之角度与目标对齐
}
}