void Update()
    {
        // HP bar UI functions
        if (hpBar._localScale.x > (float)unitParameters.CHP / (float)unitParameters.MHP)
        {
            hpBar.ChangeLocalScale((float)unitParameters.CHP / (float)unitParameters.MHP);
        }

        // Unit is in attacking phase
        if (isAttacking)
        {
            unitSelectable.OscillateHighlight(true);            //AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

            GameObject foundUnitObject = null;

            if (Input.GetMouseButton(0))
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                if (Physics.Raycast(ray, out hit, 1000f))
                {
                    foundUnitObject = hit.transform.gameObject;

                    // If attack is impossible, deselect the found unit
                    // and put selector back to this unit
                    if (foundUnitObject != null)
                    {
                        PrepareAttackOn(foundUnitObject);
                        foundUnitObject.GetComponent <UnitStateController>().DeselectUnit();
                        unitSelectable.SelectThis(true);

                        unitSelectable.OscillateHighlight(false);                        //AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
                    }
                }
            }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                Debug.Log("Deselected " + unitData.UnitName + " via attack cancel");

                if (foundUnitObject != null)
                {
                    foundUnitObject.GetComponent <UnitStateController>().DeselectUnit();
                }

                unitSelectable.OscillateHighlight(false);                //AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
                isAttacking = false;
            }
        }
        else if (unitSelectable.GetSelectStatus())
        {
            if (!moveIsDone)
            {
                if (battleState.isPlayerTurn && unitData.UnitTeam == Team.HERO || !battleState.isPlayerTurn && unitData.UnitTeam == Team.ENEMY)
                {
                    battleNavigate.Move();
                }
            }

            //ESCAPE to deselect unit
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                unitSelectable.SelectThis(false);
                Debug.Log("Deselected a selectable via esc");
            }

            //SPACE to simulate unit performing an action
            if (Input.GetKeyDown(KeyCode.Space) && !actionIsDone)
            {
                DoneActing();
            }

            //Simulate a unit getting damaged
            if (Input.GetKeyDown(KeyCode.F))
            {
                unitParameters.CHP -= 10;
                HPChange(10);
                Debug.Log(unitParameters.CHP);
                if (unitParameters.CHP <= 0)
                {
                    KillUnit();
                }
            }

            //Hit Z to simulated a selected unit to be in attacking phase
            if (Input.GetKeyDown(KeyCode.Z) && !actionIsDone)
            {
                Attacking();
            }

            if (Input.GetKeyDown(KeyCode.B) && moveIsDone && !actionIsDone)
            {
                battleNavigate.Return();
                moveIsDone = false;
            }
        }
    }