public void Update(GameTime gameTime)
        {
#if ADMIN
            foreach (GravityObject g in _gravityObjects) // Testing stuff
            {
                g.Gravitate(_shipManager.ShipList.Values, _shipManager.PlayerShip);
            }
#endif
            if (KeyboardManager.ColonizeMode.IsBindTapped() && !ColonizeMode)
            {
                ColonizeMode = true;
            }
            else if (KeyboardManager.ColonizeMode.IsBindTapped() && ColonizeMode)
            {
                ColonizeMode = false;
            }

            level.Update(gameTime, _shipManager.PlayerShip.Position, _shipManager.GetPlayerShipDifference());

            Camera.Pos = ConvertUnits.ToDisplayUnits(_shipManager.PlayerShip.Position);

            if (MouseManager.ScrolledUp)
            {
                Camera.Zoom += .1f;
            }

            if (MouseManager.ScrolledDown)
            {
                Camera.Zoom -= .1f;
            }

            MathHelper.Clamp(Camera.Zoom, 0.1f, 1f);

            if (ColonizeMode)
            {
                if (MouseManager.RightMouseClicked)
                {
                    ColonizeMode = false;
                }

                // Temporary, send colonize request
                if (MouseManager.LeftMouseClicked)
                {
                    Vector2 buildingPos = MousePosToSimUnits(_shipManager.PlayerShip, _spriteBatch);
                    _bus.Publish(new MSendStructurePlacementRequest(buildingPos, StructureTypes.CommandCenter));
                }
            }

            if (StructurePlacementMode)
            {
                // Cancel with right click
                if (MouseManager.RightMouseClicked)
                {
                    StructurePlacementMode = false;
                }

                // Temporary, send turret placement request
                if (MouseManager.LeftMouseClicked)
                {
                    var buildingPos = MousePosToSimUnits(_shipManager.PlayerShip, _spriteBatch);
                    var c           = _shipManager.PlayerShip.Cargo.GetAnyStatefulCargo(StatefulCargoTypes.LaserTurret);
                    if (c != null)
                    {
                        var ms = new MSendStructurePlacementRequest(buildingPos, StructureTypes.LaserTurret);
                        ms.Id = c.Id;
                        _bus.Publish(ms);
                    }
                }
            }

            foreach (var s in _structures)
            {
                switch (s.buildingType)
                {
                case StructureTypes.LaserTurret:
                    ((Turret)s).Update(gameTime, _bus);
                    break;

                default:
                    s.Update();
                    break;
                }
            }

            _debugTextManager.Update(gameTime);

            _UI.Update(gameTime);
            _lastTimeStamp = gameTime.TotalGameTime.TotalMilliseconds;
        }