void Update()
 {
     if (maneuver != null)
     {
         maneuver.UpdateState();
         gameObject.transform.position = maneuver.CalculateWorldPosition();
         gameObject.transform.rotation = maneuver.CalculateWorldRotation();
         if (maneuver is LoopThenCircle && maneuver.canInterrupt && !(interruptedManeuver is MakeCircle))
         {
             maneuver = interruptedManeuver;
             maneuver.Resume();
         }
     }
 }