public void Attack()
    {
        transform.position = transform.position;
        pawn.mover.Move(Vector3.zero);
        transform.LookAt(chaseTarget.transform);

        if (Time.time > stateStartTime + pawn.shootWait)
        {
            GameObject bullet = Instantiate(pawn.bulletPrefab, pawn.bulletSpawn.transform.position,
                                            pawn.bulletSpawn.transform.rotation);

            bulletMover bm = bullet.GetComponent <bulletMover>();

            bm.SetPlayer(pawn);
        }
    }
    // Update is called once per frame
    void Update()
    {
        //Tell the mover that I am not moving
        Vector3 directionToMove = Vector3.zero;

        //if the player presses W
        if (Input.GetKey(KeyCode.UpArrow))
        {
            //tell the move to move in a forward direction
            directionToMove += Vector3.forward;
        }

        //if the player presses S
        if (Input.GetKey(KeyCode.DownArrow))
        {
            //tell the move to move in a backward direction
            directionToMove -= Vector3.forward;
        }

        //if the player presses A
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            //tell the mover to rotate in a leftward direction
            data.mover.Rotate(-data.rotateSpeed * Time.deltaTime);
        }

        //if the player presses D
        if (Input.GetKey(KeyCode.RightArrow))
        {
            //tell the move to rotate in a rightward direction
            data.mover.Rotate(data.rotateSpeed * Time.deltaTime);
        }

        //if the player presses space bar
        if (Input.GetKeyDown(KeyCode.Keypad0))
        {
            GameObject bullet =
                Instantiate(data.bulletPrefab, data.bulletSpawn.transform.position, data.bulletSpawn.transform.rotation);

            bulletMover bm = bullet.GetComponent <bulletMover>();

            bm.SetPlayer(data);
        }


        data.mover.Move(directionToMove);
    }