void spawnLoot()
    {
        Vector3 position = this.gameObject.transform.position;

        float enemyMeshSizeX = this.gameObject.GetComponent <MeshFilter> ().mesh.bounds.size.x;
        float deltaX         = size / (enemyMeshSizeX * this.gameObject.transform.localScale.x);

        position.x = position.x - (enemyMeshSizeX);

        float randomRange = deltaX;

        for (int i = 0; i < size; i++)
        {
            // Random position for the loot defined by these
            float current1 = (Random.Range(-1 * randomRange, randomRange));
            float current2 = (Random.Range(-1 * randomRange, randomRange));

            // Getting random loot from our loot handler
            GameObject loot = LootHandler.getRandomLoot(shipClass);
            // Spawning loot on the screen at position altered by random value
            Instantiate(loot, position + new Vector3(current1, current2, 0), Quaternion.identity);
        }
    }