public void Wait()
 {
     cursor.currSelectedChar.GetComponent <PlayerMovement>().wait = true;
     tileData.currMapCharPos[Mathf.RoundToInt(-cursor.currSelectedChar.transform.position.y + 0.5f), Mathf.RoundToInt(cursor.currSelectedChar.transform.position.x - 0.5f)] = 1;
     tileData.currMapCharPos[Mathf.RoundToInt(-cursor.currSelectedChar.GetComponent <PlayerMovement>().oldPos.y + 0.5f), Mathf.RoundToInt(cursor.currSelectedChar.GetComponent <PlayerMovement>().oldPos.x - 0.5f)] = 0;
     Debug.Log(tileData.currMapCharPos[4, 10] + " " + tileData.currMapCharPos[4, 12]);
     StartCoroutine(WaitForSetActive());
     BSM.CheckPlayerWait();
     tileData.DeselectMovement();
 }