public override void Update(GameTime gameTime)
        {
            ParentShip.SetDestination(Target.Position);

            foreach (var weapon in ParentShip.Weapons)
            {
                if (weapon.TargetType != Target.TargetType)
                {
                    continue;
                }

                if (Vector2.Distance(Target.Position, ParentShip.Position) <= weapon.Range && weapon.CurrentCooldown <= 0)
                {
                    var angle = MathF.Abs(ParentShip.GetAngleToTarget(Target.Position) - ParentShip.Rotation);

                    if (angle <= weapon.MaxAngle)
                    {
                        GameplayState.ProjectileManager.FireProjectile(weapon, ParentShip, Target, weapon.Damage);
                        weapon.ResetCooldown();
                    }
                }
            }
        }