private void FixedUpdate()
    {
        int   setTarget  = 0;
        float preference = 0f;

        if (gameEnabled == true)
        {
            for (int i = 0; i < targetsIndex; i++)
            {
                if (target[i].GetComponent <TankHealth>().currentHealth <= 0)
                {
                    continue;
                }

                float preferenceTest = 1 / (TargetsDistance(target[i]) * TargetsHealth(target[i]) * TargetsAmmoLeft(target[i], i));
                if (preferenceTest > preference)
                {
                    setTarget  = i;
                    preference = preferenceTest;
                }
            }

            if (TargetsDistance(target[setTarget]) <= 15f && !enemyShooting.fired)
            {
                StartCoroutine(enemyShooting.CheckObstruction());
            }

            navMesh.SetDestination(this.target[setTarget].transform.position);
        }
    }