// Update is called once per frame
    void Update()
    {
        if (Time.time > waitTime)
        {
            waitTime += timeLimit;

            gameManager.fuelCount -= 1.0f;
            gameManager.foodCount -= 1.0f;

            if (gameManager.fuelCount < 0)
            {
                gameManager.fuelCount = 0;
                attackRate            = 1.25f;
            }
            else
            {
                attackRate = 1.0f;
            }
            if (gameManager.foodCount < 0)
            {
                gameManager.foodCount = 0;
                repairRate            = 0.05f;
            }
            else
            {
                repairRate = 0.25f;
            }

            switch (currRoom)
            {
            case "Storage":
                //added ceiling for ship variables here, will have to change with specialists
                if (gameManager.fuelCount >= 100)
                {
                    gameManager.fuelCount = 100;
                    break;
                }
                gameManager.fuelCount += 5.0f;
                break;

            case "Galley":
                if (gameManager.foodCount >= 100)
                {
                    gameManager.foodCount = 100;
                    break;
                }
                gameManager.foodCount += 5.0f;
                break;

            case "EngineRoom":
                if (ship.Health >= 20.0f)
                {
                    ship.Health = 20.0f;
                    break;
                }
                ship.Health += repairRate;
                ship.Health  = Mathf.Round(ship.Health * 100.0f) / 100.0f;
                break;

            case "WeaponStation":
                if (attackTimer2 == 0.0f)
                {
                    attackTimer2 = Time.time;
                }
                else if (Time.time - (attackTimer2 * attackRate) > 3)
                {
                    ship.Attack(enemy);
                    attackTimer2 = 0.0f;
                }
                break;

            default:
                break;
            }
        }

        Vector3 foodScale = foodBar.transform.localScale;

        foodScale.x = gameManager.foodCount / 100;
        foodBar.transform.localScale = foodScale;

        Vector3 energyScale = energyBar.transform.localScale;

        energyScale.x = gameManager.fuelCount / 100;
        energyBar.transform.localScale = energyScale;
    }