void Update()
    {
        /*
         * if (Input.GetKey(KeyCode.Q)){
         *      currentHealth--;
         *      laserParticles.Play();
         *      healthPercent = currentHealth / startingHealth;
         *      //healthPercentText = (int)currentHealth / startingHealth * 100;
         *      //Debug.Log(healthPercent);
         *      healthPercentField.text = (int)(healthPercent * 100) + "%";
         *      healthPercentFieldFP.text = (int)(healthPercent * 100) + "%";
         *      healthPercentFieldVR.text = (int)(healthPercent * 100) + "%";
         *      healthPercentFieldFPVR.text = (int)(healthPercent * 100) + "%";
         *      slider.value = healthPercent;
         *      sliderVR.value = healthPercent;
         *      sliderFP.value = healthPercent;
         *      sliderFPVR.value = healthPercent;
         *      //barScript.UpdateValue(currentHealth, startingHealth);
         * }
         */
        //if (TripodShooting.inTrigger == true)
        if (GameState.beingShot == true)
        {
            currentHealth--;
            laserParticles.Play();
            healthPercent = currentHealth / startingHealth;
            //healthPercentText = currentHealth / startingHealth * 100;
            healthPercentField.text     = (int)(healthPercent * 100) + "%";
            healthPercentFieldFP.text   = (int)(healthPercent * 100) + "%";
            healthPercentFieldVR.text   = (int)(healthPercent * 100) + "%";
            healthPercentFieldFPVR.text = (int)(healthPercent * 100) + "%";
            slider.value     = healthPercent;
            sliderVR.value   = healthPercent;
            sliderFP.value   = healthPercent;
            sliderFPVR.value = healthPercent;
            //barScript.UpdateValue(currentHealth, startingHealth);
        }
        else
        {
            laserParticles.Stop();
        }


        if (currentHealth <= 0 && !dead)
        {
            dead = true;
            laserParticles.Stop();
            DeathScream.playDeathScreamCar();
            deathParticles.Play();
            mesh.enabled = false;
            Invoke("EndLevel", 1.9f);
        }
    }