// Update is called once per frame
    void Update()
    {
        gamePlayer = FindObjectOfType <PauseScript>();

        if (gamePlayer.GetComponent <PauseScript>().paused == false)
        {
            transform.Translate(0, 0, moveSpeed);
            //myRigidBody.AddForce(transform.forward * moveSpeed);


            if (lockedOnTarget == true && seekTarget != null)
            {
                transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(seekTarget.transform.position - transform.position), turnSensitivity * Time.deltaTime);
                //			transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (seekTarget.transform.position - transform.position), turnSensitivity * Time.deltaTime);
            }

            if (targetIsPlayer == true && seekTarget != null)
            {
                seekTarget.GetComponent <MissileWarningScript>().incomingMissiles.Add(gameObject);
            }



            //		if (seekTarget != null)
            //		{
            //			lockedOnTarget = true;
            //		}
            //		if (seekTarget == null)
            //		{
            //			lockedOnTarget = false;
            //		}

            if (missileHealth <= 0)
            {
                //				Debug.Log ("Bullet hit");
                //			bulletDestroySFX.PlayOneShot (bulletDestroySFX.clip);
                //Projectile.GetComponent<MeshRenderer> ().enabled = false;
                Destroy(bulletFire);
                Destroy(Projectile);
                Destroy(hitBox);


                //this.bulletDestroySFX.GetComponent<BoxCollider> ().enabled = false;

                GameObject FX_Handler;
                GameObject SFX_Handler;

                explosionSFX.GetComponent <AudioSource>().pitch = (Random.Range(0.85f, 1.1f));


                FX_Handler  = Instantiate(explosionFX, explosionArea.transform.position, explosionArea.transform.rotation) as GameObject;
                SFX_Handler = Instantiate(explosionSFX, explosionArea.transform.position, explosionArea.transform.rotation) as GameObject;

                if (targetIsPlayer == true)
                {
                    seekTarget.GetComponent <MissileWarningScript>().incomingMissiles.Remove(gameObject);
                }

                Destroy(this.gameObject);
                Destroy(FX_Handler, explosionTime);
            }
        }
    }