I count the angle at which the drone needs to turn so that it looks at the player. I figured it out, but the drone can change its targets and during the target change it abruptly changes its rotation. How can this transition be made smooth?
var finalAngle = Vector3.Angle(targetPosition - _droneTransform.localPosition, _droneTransform.forward);
_droneTransform.localEulerAngles = new Vector3(_finalPitch, finalAngle, _finalRoll);