// FixedUpdate is called on fixed intervals, Use for regular updates such as physics
    void FixedUpdate()
    {
        // Is unit supposed to move
        if (flag_isMoving)
        {
            // Is unit on the Destination
            if (transform.position.Equals(UnitDestination))
            {
                //Unit does not move anymore
                flag_isMoving = false;
            }
            // If unit is not on Destination, Move
            else
            {
                // Vector will do a linear interpolation between our current position and our destination
                Vector3 v;
                v = Vector3.Lerp(transform.position, UnitDestination, Time.fixedDeltaTime * UnitSpeed);

                // set our position to the new destination
                transform.position = v;
            }
        }
        if (UnitHP <= 0)
        {
            Destroy(this.selectHighlight);
            Destroy(this.gameObject);
            MapRulesTemplate MapObject = FindObjectOfType <MapRulesTemplate>();
            MapObject.RemoveUnitList(this);
        }
    }
    // Use this for initialization
    void Start()
    {
        //Set destination as the starting location to keep unit still
        UnitDestination = this.transform.position;
        //Set variables (10 = default)

        /*UnitHP = 10;
         * UnitEnergy = 10;
         * UnitArmor = 10;
         * UnitSpeed = 10;
         * UnitTeam = 0;
         * UnitReloadSpeed = 500.0f;
         * Timer_Shooter = 0;
         * UnitSearchRadius = 15f;
         * UnitReloadSpeed = 5.0f;
         * target_distance = -255;
         * next_distance = -255;*/
        //Find and update Unit List of the map
        MapRulesTemplate MapObject = FindObjectOfType <MapRulesTemplate>();

        MapObject.UpdateUnitList(this);
    }