IEnumerator EndTurn()
    {
        //wait 3 seconds for the previous text to clearly show
        yield return(oneSec);

        yield return(oneSec);

        yield return(oneSec);

        //find who was the player that won


        if (vPlayer == null) //if our function returned a null
        {
            //that means it's a draw
            levelUI.AnnouncerTextLine1.text  = "Draw";
            levelUI.AnnouncerTextLine1.color = Color.blue;
        }
        else
        {
            //else that player is the winner
            levelUI.AnnouncerTextLine1.text  = vPlayer.playerId + " Wins!";
            levelUI.AnnouncerTextLine1.color = Color.red;
        }

        //wait 3 more seconds
        yield return(oneSec);

        //  yield return oneSec;
        // yield return oneSec;

        //check to see if the victorious player has taken any damage

        /*if (vPlayer != null)
         * {
         *  //if not, then it's a flawless victory
         *  if (vPlayer.playerStates.health == 100)
         *  {
         *      levelUI.AnnouncerTextLine2.gameObject.SetActive(true);
         *      levelUI.AnnouncerTextLine2.text = "Flawless Victory!";
         *  }
         * }*/

        //wait 3 seconds
        yield return(oneSec);

        yield return(oneSec);

        yield return(oneSec);

        currentTurn++;//add to the turn counter



        /*if (!matchOver)
         * {
         *  StartCoroutine("InitTurn"); // and start the loop for the next turn again
         * }*/


        for (int i = 0; i < charM.players.Count; i++)
        {
            charM.players[i].score        = 0;
            charM.players[i].hasCharacter = false;
        }

        if (charM.solo)
        {
            if (vPlayer == charM.players[0])
            {
                sceneManager.RequestLevelLoad(SceneType.prog, "StageSelect");
                Debug.Log("GoToLoading");
            }
            else if (vPlayer == charM.players[1])
            {
                sceneManager.RequestLevelLoad(SceneType.main, "GameOver");
            }
            else
            {
                sceneManager.RequestLevelLoad(SceneType.main, "GameOver");
            }
        }
        else
        {
            sceneManager.RequestLevelLoad(SceneType.main, "WinScreen");
        }
    }