public void PlayerSelectMove(int ability)
    {
        //SEPERATE IF AI OR PLAYER

        /* TEMP RANDOM
         */
        TurnHandler myAttack = new TurnHandler();

        myAttack.AttackerObject = this.gameObject;

        monster.currEnergy += monster.abilities[ability].GetComponent <BaseAbilities>().energyGain;

        int   selectedChamp = Random.Range(0, battleState.EnemyMonstersOnBattlefield.Count);
        float tempHp        = battleState.EnemyMonstersOnBattlefield[selectedChamp].GetComponent <BaseMonster>().currHP > 0 ? battleState.EnemyMonstersOnBattlefield[selectedChamp].GetComponent <BaseMonster>().currHP : 10000;

        for (int x = 0; x < battleState.EnemyMonstersOnBattlefield.Count; x++)
        {
            if (battleState.EnemyMonstersOnBattlefield[x].GetComponent <BaseMonster>().currHP <= tempHp && battleState.EnemyMonstersOnBattlefield[x].GetComponent <MonsterStateMachine>().currentState != TurnState.DEAD)
            {
                selectedChamp = x;
                tempHp        = battleState.EnemyMonstersOnBattlefield[x].GetComponent <BaseMonster>().currHP;
            }
        }

        myAttack.SelectedGameObject = battleState.EnemyMonstersOnBattlefield[selectedChamp];
        myAttack.Ability            = monster.abilities[ability]; //0 or 1 FOR NOW! SHOULD HOLD ID OF ABILITY
        battleState.CollectTurns(myAttack);
    }
    void ChooseAction()
    {
        TurnsHandler myTurn = new TurnsHandler();

        myTurn.Attacker      = enemy.name;
        myTurn.AttackerGO    = this.gameObject;
        myTurn.Attack_Target = BSM.HeroesInBattle[Random.Range(0, BSM.HeroesInBattle.Count)];
        BSM.CollectTurns(myTurn);
    }