// Update is called once per frame
 void Update()
 {
     lightingStrikeTimer -= Time.deltaTime;
     if (lightingStrikeTimer <= 0)
     {
         SetRandomLightingStrikeTimer();
         SetOffRandomLighting();
     }
     this.transform.position += direction * speed * Time.deltaTime;
     if (Vector3.Distance(this.transform.position, endPosition) < 1 && !killed)
     {
         speed = 0;
         Destroy(this.gameObject);
         popController.KillPercentOfPopulation(30);
         if (UnityEngine.Random.Range(0f, 1f) > 0.3f)
         {
             Array          type         = eBuildingTypes.GetValues(typeof(eBuildingTypes));
             eBuildingTypes buildingType = (eBuildingTypes)type.GetValue(UnityEngine.Random.Range(0, type.Length));
             GameObject     building     = buildingController.GetRandomBuilding(buildingType);
             if (building != null)
             {
                 Instantiate <GameObject>(explosionPrefab, building.transform.position, Quaternion.identity);
                 buildingController.RemoveBuilding(buildingType, building);
             }
             else
             {
                 Debug.Log("There were no buildings to destroy");
             }
         }
         killed = true;
     }
 }
 // Update is called once per frame
 void Update()
 {
     this.transform.position += direction * speed * Time.deltaTime;
     if (Vector3.Distance(this.transform.position, endPosition) < 1 && !killed)
     {
         speed = 0;
         smokeParticleSys.Play();
         Invoke("RemoveSpriteRenderer", 0.7f);
         Destroy(this.gameObject, 3);
         popController.KillPercentOfPopulation(50);
         killed = true;
     }
 }