// Use this for initialization
    void Start()
    {
        //planet graphics
        SpriteCollection sc = GameObject.Find("Sprite Collection").GetComponent<SpriteCollection>();
        ssc = transform.parent.GetComponent<SolarSystemGen>();

        transform.position += new Vector3(orbitDistance, 0, 0);
        g = gameObject.AddComponent<SpriteRenderer>();
        c = gameObject.AddComponent<CircleCollider2D>();

        g.sprite = habitable ? sc.getHabitablePlanet() : sc.getHostilePlanet();

        float scale = habitable ? Random.Range(0.2f, 0.5f): Random.Range(0.4f, 0.75f);
        transform.localScale = new Vector3(scale, scale, scale);

        planetInfo = new PlanetInfo(GetComponentInParent<SolarSystemGen>().starInfo.name + orbitDistance, habitable, GetComponentInParent<SolarSystemGen>().starInfo.rank);
    }
    // Use this for initialization
    void Start()
    {
        //planet graphics
        SpriteCollection sc = GameObject.Find("Sprite Collection").GetComponent <SpriteCollection>();

        ssc = transform.parent.GetComponent <SolarSystemGen>();

        transform.position += new Vector3(orbitDistance, 0, 0);
        g = gameObject.AddComponent <SpriteRenderer>();
        c = gameObject.AddComponent <CircleCollider2D>();

        g.sprite = habitable ? sc.getHabitablePlanet() : sc.getHostilePlanet();

        float scale = habitable ? Random.Range(0.2f, 0.5f): Random.Range(0.4f, 0.75f);

        transform.localScale = new Vector3(scale, scale, scale);

        planetInfo = new PlanetInfo(GetComponentInParent <SolarSystemGen>().starInfo.name + orbitDistance, habitable, GetComponentInParent <SolarSystemGen>().starInfo.rank);
    }