private void StartNextTurn(int nextCharacterID, bool justStarted)
    {
        _currentState = States.TurnLoop_WaitTillNextCharSelected;

        _currentActionsStack.Clear();

        _currentSlcCharacter = GetCharacter(nextCharacterID);

        if (Event_OnNextTurnStarted != null)
        {
            Event_OnNextTurnStarted(_currentSlcCharacter);
        }

        _battleLogic.FakeServer_StartNextTurn(nextCharacterID, _currentSlcCharacter.GetEligibleSpells(), _currentGeneratedAP);

        _currentGeneratedAP = 0;

        if (turnTime > 0)
        {
            StartTimer();
        }

        DivineDebug.Log(_currentSlcCharacter.moniker.ToString());
    }