public void Update()
    {
        if (Application.isPlaying == true && GUIUtility.hotControl == 0)
        {
            if (SGT_Input.GetKey((KeyCode)rotationRequires, 1) == true)
            {
                var x = SGT_Input.DragY * -rotationSpeed;
                var y = SGT_Input.DragX * rotationSpeed;

                targetRotation *= Quaternion.Euler(x, y, 0.0f);
            }
        }

        var currentRotation = transform.localRotation;

        if (Application.isPlaying == true)
        {
            var dampenFactor = SGT_Helper.DampenFactor(rotationDampening, Time.deltaTime);

            currentRotation = Quaternion.Slerp(currentRotation, targetRotation, dampenFactor);
        }
        else
        {
            currentRotation = targetRotation;
        }

        SGT_Helper.SetLocalRotation(transform, currentRotation);
    }
    public void Update()
    {
        if (shootObject != null)
        {
            if (Application.isPlaying == true && GUIUtility.hotControl == 0)
            {
                if (SGT_Input.GetKeyDown((KeyCode)shootRequires, 1) == true)
                {
                    var bullet = (GameObject)Instantiate(shootObject, transform.position, transform.rotation);

                    if (bullet.GetComponent <Rigidbody>() != null)
                    {
                        bullet.GetComponent <Rigidbody>().velocity = transform.forward * shootSpeed;
                    }
                }
            }
        }
    }