public void SetTarget(CombatStat _combatStats, GameObject _target, 
	                      int _damage, bool _isPlayer, float _statusChance, float _criticalChance)
	{
		combatStats = _combatStats;
		statusChance = _statusChance;
		target = _target;
		damage = _damage;
		criticalChance = _criticalChance;
		isPlayer = _isPlayer;

		//Height and location
		CapsuleCollider measurements = target.gameObject.GetComponent<CapsuleCollider>();
		float height = measurements.height * heightPercentage;
		targetLocation = new Vector3(target.transform.position.x, 
		                             target.transform.position.y + height, 
		                             target.transform.position.z);

		//Obtain necessary component information
		if(isPlayer)
		{
			player = target.GetComponent<PlayerCombatCharacter>();
		}
		else
		{
			enemy = target.GetComponent<EnemyCombatCharacter>();
		}

		launch = true;
	}
	void Awake()
	{
		//Connect to Stats
		combatStats = gameObject.GetComponent<PlayerCombatCharacter>();
		
		//Turn this script off in case its on at the start
		this.enabled = false;
	}
	// Use this for initialization
	void Awake () 
	{
		//Initialise Max Turns - this maybe altered by management through the SetReactionLengths function 
		elementalEffectLength[0] = 1;	//Jammed
		elementalEffectLength[1] = 1;	//Molten
		elementalEffectLength[2] = 1;	//Magnetised
		elementalEffectLength[3] = 1;	//Battered
		elementalEffectLength[4] = 0;	//Power Surge
		elementalEffectLength[5] = 1;	//Steam Cloud

		//Access stats
		combatStats = gameObject.GetComponent <PlayerCombatCharacter>();
	}
	public void SetPlayerStat(GameObject _player)
	{
		playerStat = _player.GetComponent<PlayerCombatCharacter>();
	}
	void Awake()
	{
		//Connect to stats
		combatStats = gameObject.GetComponent<PlayerCombatCharacter>();

		//Find and reference the selector
		selector = GameObject.FindGameObjectWithTag("Combat Selector").transform;

		//Turn this script off in case its on at the start
		this.enabled = false;
	}