public void OnClick()
    {
        //Convert the command value to an Enum for use in the switch statement
        commandNames command = (commandNames)Enum.Parse(typeof(commandNames), commandText.text, true);

        //Determine which command we have clicked based on the UI Text component on the button
        switch (command)
        {
        //case commandNames.Attack:

        //    break;

        //case commandNames.Defend:
        //    break;
        //case commandNames.Loot:

        //    break;

        //Follow is the only command that doesn't need a waypoint
        case commandNames.Follow:
            SquadManager sqdMgr = GameController.instance.squadMgr;
            foreach (AIAllyCharacterControl ally in sqdMgr.Allies)
            {
                if (ally.isSelected)
                {
                    ally.stateMachine.ChangeState(FollowState.Instance);
                }
            }
            break;

        default:
            Waypoint waypoint = GameObject.Instantiate(waypointPfb).GetComponent <Waypoint>();
            waypoint.command = command;
            waypoint.Activate();
            break;
        }
    }