// Update is called once per frame
    void Update()
    {
        // this makes sure that the scene is loaded and we are connected to the server
        // the client then lets the server know it's ok to start the game
        if (_isPreConnection && Client.IsConnectedToServer)
        {
            Client.SceneReady();
            _isPreConnection = false;
        }

        // don't allow input when the game isn't running
        if (_isGameRunning)
        {
            if (Input.GetButtonDown("HopP1"))
            {
                Client.HopButtonPressed();
            }

            // ignore second local input if playing multiplayer
            if (StateManager.isServerSimulated)
            {
                if (Input.GetButtonDown("HopP2"))
                {
                    Client.LocalP2HopPressed();
                }
            }
        }
    }
    //public override void OnStartLocalPlayer()
    //{
    //    //base.OnStartLocalPlayer();
    //    GetComponent<MeshRenderer>().material.color = Color.blue;
    //}
    //[Command]
    public void CmdFire()
    {
        GameObject bullet = (GameObject)Instantiate(bulletPrefab, bulletSpawn.position, bulletSpawn.rotation);

        bullet.GetComponent <Rigidbody>().velocity = -bullet.transform.right * 6.0f;
        //NetworkServer.Spawn(bullet);
        Client.HopButtonPressed();
        Destroy(bullet, 2);
    }