//Pass in a new path to be used when moving
 public void AcquirePath(Stack <GridSpace> _path)
 {
     Debug.Log("PATH ACQUIRED");
     next_Space = _path.Pop();
     next_Space.AddCombatCharacter(this);
     path            = _path;
     future_Distance = (int)Vector2.Distance(grid_Position, target.grid_Position + target.future_Position);
     FaceDirection(new Vector2(next_Space.transform.position.x, next_Space.transform.position.z));
 }
        //Move the character according to their path
        public bool Moving(int current_Distance)
        {
            //Debug.Log(next_Space);
            //If the character does not have a path
            if (path == null)
            {
                return(false);
            }
            if (Vector3.Distance(transform.position, next_Space.transform.position) <= 0.1)
            {
                transform.position = next_Space.transform.position;
                future_Distance    = (int)Vector2.Distance(grid_Position, target.grid_Position + target.future_Position);
                //If there are no more tiles to follow, or if the distance
                //between the target and this character grows,
                //Change path
                if (current_Distance <= range)
                {
                    FaceDirection(new Vector2(target.transform.position.x, target.transform.position.z));
                    ResetPath();
                    return(false);
                }
                if (path.Count == 0 || current_Distance >= future_Distance)
                {
                    ResetPath();
                    return(false);
                }

                //Get a new space to find
                next_Space.combat_Unit = null;
                next_Space             = path.Pop();

                //Change path if the next space is occupied
                if (next_Space.combat_Unit != null)
                {
                    ResetPath();
                    return(false);
                }

                //Add the character to the path
                next_Space.AddCombatCharacter(this);
                future_Position = next_Space.grid_Position;
                FaceDirection(new Vector2(next_Space.transform.position.x, next_Space.transform.position.z));
            }
            transform.position = Vector3.Lerp(transform.position, next_Space.transform.position, 0.1f);
            return(true);
        }