void EnemySetup()
    {
        Vector2 k1p, k2p, k3p;

        k1p = new Vector3(16, 10);
        k2p = new Vector3(14, 10);
        k3p = new Vector3(16, 13);
        NonPlayerCharacters k1 = knight.GetComponent <NonPlayerCharacters>();

        k1.x = (int)k1p.x;
        k1.y = (int)k1p.y;
        k1.setCharacter(0);
        enemies.Add(Instantiate(k1, k1p, Quaternion.identity));
        NonPlayerCharacters k2 = knight.GetComponent <NonPlayerCharacters>();

        k2.x = (int)k2p.x;
        k2.y = (int)k2p.y;
        k2.setCharacter(0);
        enemies.Add(Instantiate(k2, k2p, Quaternion.identity));
        NonPlayerCharacters k3 = knight.GetComponent <NonPlayerCharacters>();

        k3.x = (int)k3p.x;
        k3.y = (int)k3p.y;
        k3.setCharacter(0);
        enemies.Add(Instantiate(k3, k3p, Quaternion.identity));
    }
    private void MoveEnemyNext2Player(NonPlayerCharacters enemy, PlayerCharacters player)
    {
        int x, y;

        x = player.x + 1;
        y = player.y;
        int distance = System.Math.Abs(x - enemy.x) + System.Math.Abs(y - enemy.y);

        if (distance <= enemy.moveRange)
        {
            enemy.x = x;
            enemy.y = y;
            enemy.gameObject.transform.position = new Vector3(x, y, 0);
            return;
        }
        x        = player.x - 1;
        y        = player.y;
        distance = System.Math.Abs(x - enemy.x) + System.Math.Abs(y - enemy.y);
        if (distance <= enemy.moveRange)
        {
            enemy.x = x;
            enemy.y = y;
            enemy.gameObject.transform.position = new Vector3(x, y, 0);
            return;
        }
        x        = player.x;
        y        = player.y + 1;
        distance = System.Math.Abs(x - enemy.x) + System.Math.Abs(y - enemy.y);
        if (distance <= enemy.moveRange)
        {
            enemy.x = x;
            enemy.y = y;
            enemy.gameObject.transform.position = new Vector3(x, y, 0);
            return;
        }
        x        = player.x;
        y        = player.y - 1;
        distance = System.Math.Abs(x - enemy.x) + System.Math.Abs(y - enemy.y);
        if (distance <= enemy.moveRange)
        {
            enemy.x = x;
            enemy.y = y;
            enemy.gameObject.transform.position = new Vector3(x, y, 0);
            return;
        }
    }
    public void Attack()
    {
        GameObject       playerObj = GameObject.FindWithTag("SelectedPlayer");
        PlayerCharacters player    = playerObj.GetComponent <PlayerCharacters>();

        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
        foreach (GameObject enemyObject in enemies)
        {
            NonPlayerCharacters enemy = enemyObject.GetComponent <NonPlayerCharacters>();
            int distanceToEnemy       = System.Math.Abs(player.x - enemy.x) + System.Math.Abs(player.y - enemy.y);

            if (distanceToEnemy <= player.attackRange)
            {
                AttackFields f = attackField.GetComponent <AttackFields>();
                f.player = player;
                f.enemy  = enemy;
                Instantiate(f, new Vector3(enemy.x, enemy.y, 0f), Quaternion.identity);
            }
        }
    }
    public void EnemyTurn()
    {
        GameObject text = GameObject.Find("Info");
        Text       t2   = (Text)text.GetComponent(typeof(Text));

        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
        foreach (GameObject enemyObject in enemies)
        {
            NonPlayerCharacters enemy            = enemyObject.GetComponent <NonPlayerCharacters>();
            GameObject[]        characterObjects = GameObject.FindGameObjectsWithTag("Player");
            PlayerCharacters    closestCharacter = null;
            int distance2ClosestChar             = 1000;
            foreach (GameObject characterObject in characterObjects)
            {
                PlayerCharacters character = characterObject.GetComponent <PlayerCharacters>();
                int distance = System.Math.Abs(character.x - enemy.x) + System.Math.Abs(character.y - enemy.y);
                if (!alerted && distance < 6)
                {
                    t2.text += "\nThe knight screams:\"Demons! Cultists! Tax-Evaders! Ready your arms men!\"";
                    t2.text += "\nYou have alerted the order of the fifth dawn.";
                    alerted  = true;
                }
                if (distance < distance2ClosestChar)
                {
                    distance2ClosestChar = distance;
                    closestCharacter     = character;
                }
            }
            if (alerted)
            {
                if (distance2ClosestChar <= enemy.moveRange + 1)
                {
                    MoveEnemyNext2Player(enemy, closestCharacter);

                    float roll = Random.Range(0.0f, 100.0f);
                    if (roll >= 50)
                    {
                        int damage = (enemy.damage - closestCharacter.defence);
                        closestCharacter.health -= damage;
                        if (closestCharacter.health > 0)
                        {
                            t2.text += "\n<color=#008000ff>" + enemy.name + "</color> attacked <color=#F62D2DFF>" + closestCharacter.name + "</color> and did <b>" + damage + "</b>";
                        }
                        else
                        {
                            t2.text += "\nIn an act guided by the fifth dawn itself<color=#008000ff>" + enemy.name + "</color> kills <color=#F62D2DFF>" + closestCharacter.name + "</color>. It is a good day to be good!";
                            Destroy(closestCharacter.gameObject);
                        }
                    }
                    else
                    {
                        t2.text += "\nThe knight stumbled and fell over his sword! You laugh and spit on him!";
                    }
                }
                else
                {
                    int     movement = enemy.moveRange;
                    Vector3 goHere   = new Vector3(enemy.x, enemy.y, 0);
                    while (movement > 0)
                    {
                        if (closestCharacter.x != goHere.x)
                        {
                            goHere.x += Math.Sign(closestCharacter.x - goHere.x);
                        }
                        else
                        {
                            goHere.y += Math.Sign(closestCharacter.y - goHere.y);
                        }
                        movement -= 1;
                    }
                    enemy.x = (int)goHere.x;
                    enemy.y = (int)goHere.y;
                    enemy.gameObject.transform.position = goHere;
                }
            }
        }
    }