2D turret system (detection problem)

Hi, I’m having some problems with detecting a transform inside a range.

When i use this script the turret will detect the enemy. But if there are multiple enemies the turret goes crazy because it changes [0] transform gameObject…

Is there a way to detect an enemy and wait before switching the [0] or transform if the enemy leaves the area or gets killed?


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyQueue : MonoBehaviour
{

   public LayerMask whoisenemy;
    public Vector3 turrentPos;
 
  public  float range; 
   public Collider2D[] enemyQueue;
    public Transform enemyTransform;
 
    void Update()
    {

        enemyQueue = Physics2D.OverlapCircleAll(turrentPos, range, whoisenemy);

        for (int i = 0; i < enemyQueue.Length; i++)
        {



            enemyTransform = enemyQueue[0].transform;



        }



    }

    private void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.yellow;
         Gizmos.DrawWireSphere(turrentPos, range);

    }
}

An easy way of doing this is changing Enemyqueue to a List - then adding enemies to that list. (if enemy == null then remove the enemy) then use [0] for the target