//overwrites the parent class (AsteroidScript) explode method b/c we don't want to spawn more asteroids on death
 public override void Explode()
 {
     Instantiate(explosion, transform.position, Quaternion.identity);
     if (Random.Range(0, 100) <= spawn1upChance)
     {
         Instantiate(OneUp, transform.position, Quaternion.identity);
     }
     AsteroidCounter.decrememt(1);
     Destroy(gameObject);
 }
 //Instantiantes the Explosion prefab at the asteroids current position
 //and decrements the amount of asteroids by 1, then destroys the GameObject
 public virtual void Explode()
 {
     Instantiate(SmallAsteroid, transform.position + (Random.onUnitSphere * -2), Quaternion.identity, transform.parent);
     Instantiate(SmallAsteroid, transform.position + (Random.onUnitSphere * 2), Quaternion.identity, transform.parent);
     Instantiate(explosion, transform.position, Quaternion.identity);
     //rb.AddExplosionForce (1000, transform.position, 100);
     if (Random.Range(0, 100) <= spawn1upChance)
     {
         Instantiate(OneUp, transform.position, Quaternion.identity);
     }
     //AsteroidCounter.increment (2);
     AsteroidCounter.decrememt(1);
     Destroy(gameObject);
 }