//If we replayed the last turn, we dont want to do the newturn stuff
    IEnumerator UnpauseGame()
    {
        Debug.Log("GAME IS UNPAUSED!");
        paused = false;
        ball.Unpause();

        ActivateTurnHandler(false);
        planTimeText.enabled = false;

        turnHandler1.UnpauseGame();
        turnHandler2.UnpauseGame();

        StartCoroutine(gameTimer.CountDownSeconds((int)roundTime));

        yield return(new WaitForSeconds(roundTime));

        currentActiveTurnhandler = null;
        NewTurn();

        PauseGame();
    }
    IEnumerator UnpauseGame()
    {
        if (paused == false)
        {
            Debug.Log("breaking from unpause");
            yield break;
        }
        Debug.Log("unpausing");
        StopCoroutine(planCountDownCoroutine);
        paused = false;
        ball.Unpause();
        playerTurnhandler.UnpauseGame();
        otherTurnhandler.UnpauseGame();
        playerTurnhandler.currentPlanTimeLeft = planTime;
        playerTurnhandler.Activate(false);
        gameTimerCoroutine = StartCoroutine(gameTimer.CountDownSeconds((int)roundTime));

        yield return(new WaitForSeconds(roundTime));

        localIsReady  = false;
        remoteIsReady = false;
        PauseGame();
    }