// Update is called once per frame
    void Update()
    {
        if (baseHealth < 1)
        {
            Debug.Log("DEATH! Too many Planes made it through your Defenses");
            // death state
            // restart game
        }
        if (Input.GetButtonDown("CycleWeapon"))
        {
            Debug.Log("Weapon cylced");
            switch (currentWeapon)
            {
            case PLANETYPES.BOMBER:
                currentWeapon = PLANETYPES.EAGLE;
                weaponChoiceObj.GetComponent <MeshFilter>().mesh = planeMeshes[1];
                break;

            case PLANETYPES.EAGLE:
                currentWeapon = PLANETYPES.THUNDER;
                weaponChoiceObj.GetComponent <MeshFilter>().mesh = planeMeshes[2];
                break;

            case PLANETYPES.THUNDER:
                currentWeapon = PLANETYPES.BOMBER;
                weaponChoiceObj.GetComponent <MeshFilter>().mesh = planeMeshes[0];
                break;
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     SetPlaneTypes();
     baseHealth += EnemyPlanes.Length;
     StartCoroutine(SetPlaneToSpawn());
     currentWeapon = PLANETYPES.BOMBER;
     weaponChoiceObj.GetComponent <MeshFilter>().mesh = planeMeshes[0];
 }