// Update is called once per frame
    void Update()
    {
        if (playerHealth.health == 0)
        {
            Cursor.lockState      = CursorLockMode.None;
            healthbarHolder.alpha = Powers_AnimMath.Slide(healthbarHolder.alpha, 0, 0.02f);
            deathUI.alpha         = Powers_AnimMath.Slide(deathUI.alpha, 1, 0.02f);

            if (!killcountGotten)
            {
                Powers_PlayerMovement moveScript = playerHealth.GetComponent <Powers_PlayerMovement>();
                killcount.text       = "KILLCOUNT: " + moveScript.killCount;
                killcountShadow.text = "KILLCOUNT: " + moveScript.killCount;
            }
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        if (!particlesSpawned) //Check to make sure projectile isnt getting destroyed
        {
            //grab player movement or turret AI script
            Powers_PlayerMovement player = other.GetComponent <Powers_PlayerMovement>();

            if (player) //check if player movement script is null. if not, then we have a player
            {
                Powers_HealthSystem playerHealth = player.GetComponent <Powers_HealthSystem>();
                if (playerHealth)
                {
                    playerHealth.TakeDamage(damage);
                }
                projectileSource.PlayOneShot(hitSFX);
            }

            ProjectileDestroy();
        }
    }