public override void Update()
        {
            var areas = engine.Get(ComponentTypes.MissileAreaDamageComp);

            for (int i = areas.Count - 1; i >= 0; i--)
            {
                //#HERE: testing rotations and area explosions causing other missiles to throw exceptions
                var hits = PerformAreaCast((MissileAreaDamageComp)areas[i]);
                foreach (var hit in hits)
                {
                    var ew = (EntityWrapper)hit.gameObject.GetComponentDownThenUp <EntityWrapper>();
                    if (ew != null)
                    {
                        //Debug.Log($"adding dmg comp to {ew.Entity.EntityName}");
                        var lmc = ((MissileAreaDamageComp)areas[i]).GetComponent <LaunchedMissileComp>();
                        var dc  = ew.Entity.GetOrAddComponent <DamageComp>(ComponentTypes.DamageComp);
                        dc.damagePackets.Push(new DamagePacket(lmc.projectileInfo.HullDamage, lmc.projectileInfo.ShieldDamage));
                        ZenUtils.ApplyExplosionForce(ew, lmc.Owner.Wrapper.transform.position, lmc.projectileInfo.ExplosionForce);
                    }
                }

                //Adding damage comp here so the missile itself explodes
                //areas[i].Owner.AddComponent(ComponentTypes.DamageComp);
                areas[i].GetComponent <DamageComp>().damagePackets.Push(new DamagePacket());

                areas[i].Owner.RemoveComponent(areas[i]);
            }
        }
        public override void Update()
        {
            var matches = missileMatcher.GetMatches();

            foreach (var match in matches)
            {
                var cc  = match.GetComponent <CollisionEnterComp>();
                var lmc = match.GetComponent <LaunchedMissileComp>();

                if (lmc.projectileInfo.ExplosionImpactRadius > 0 && cc.Other.Count > 0)
                {
                    Debug.Log($"Performing area explosion from collision");
                    RangedCombatHelper.PerformAreaExplosion(lmc);
                }
                else
                {
                    foreach (var coll in cc.Other)
                    {
                        //var oth = coll.gameObject.GetComponent<EntityWrapper>();
                        var oth = coll.gameObject.GetEntityWrapper();
                        if (oth != null)
                        {
                            if (!oth.Entity.HasComponent(ComponentTypes.DamageComp))
                            {
                                Debug.Log($"Missile Collision system adding collision to {oth.Entity.EntityName}");
                                var dc = oth.Entity.GetOrAddComponent <DamageComp>(ComponentTypes.DamageComp);
                                dc.damagePackets.Push(new DamagePacket(lmc.projectileInfo.HullDamage, lmc.projectileInfo.ShieldDamage));

                                ZenUtils.ApplyExplosionForce(oth, coll.contacts[0].point, lmc.projectileInfo.ExplosionImpactRadius);
                            }
                        }
                    }

                    if (cc.Other.Count > 0)                     // missile hit *something* so blow up
                    {
                        Debug.Log($"Missile Collision system adding damage from collision to missile");
                        match.GetOrAddComponent <DamageComp>(ComponentTypes.DamageComp).damagePackets.Push(new DamagePacket());
                    }
                }
            }
        }