public void GiveCharactersInBattleHealthbars(BattleSystem battleSystem)
    {
        //prolly switch to using characters in battle
        if (GameManger.gameManger.bossBattle)
        {
            GameObject        boss                     = GameManger.gameManger.areaData.possibleEnemys[5];
            Healthbar         enemyHealthbar           = battleSystem.EnemyCloneGameObjectsInBattle[2].GetComponent <CharacterStats>().healthbar;
            CharacterStats_SO enemyCharacterDefinition = boss.GetComponent <CharacterStats>().characterDefinition;
            enemyHealthbar.SetHeatlh(enemyCharacterDefinition);
        }
        else
        {
            for (int i = 0; i < GameManger.gameManger.EncounteredEnemyNames.Count; i++)
            {
                if (GameManger.gameManger.EncounteredEnemyNames[i] != null)
                {
                    foreach (GameObject enemy in GameManger.gameManger.areaData.possibleEnemys)
                    {
                        if (GameManger.gameManger.EncounteredEnemyNames[i] == enemy.name)
                        {
                            Healthbar         enemyHealthbar           = battleSystem.EnemyCloneGameObjectsInBattle[i].GetComponent <CharacterStats>().healthbar;
                            CharacterStats_SO enemyCharacterDefinition = enemy.GetComponent <CharacterStats>().characterDefinition;
                            enemyHealthbar.SetHeatlh(enemyCharacterDefinition);
                            break;
                        }
                    }
                }
            }
        }

        for (int i = 0; i < GameManger.gameManger.party.PlayerParty.Count; i++)
        {
            if (GameManger.gameManger.party.PlayerParty[i] != null)
            {
                Healthbar         playerHealthbar           = battleSystem.PlayerCloneGameObjectsInBattle[i].GetComponent <CharacterStats>().healthbar;
                CharacterStats_SO playerCharacterDefinition = GameManger.gameManger.party.PlayerParty[i].GetComponent <CharacterStats>().characterDefinition;
                playerHealthbar.SetHeatlh(playerCharacterDefinition);
            }
        }
    }