// Start is called before the first frame update
    void Start()
    {
        g = DataManagement.instance.player;
        //always start in start
        currState = stateOfBattle.START;
        displayCombatantInfo();
        setUPUI();

        /*
         *
         * playerTurn = true;
         * enemTurn = false;
         * endCombat = false; */



        loc = g.location;

        //set up the background
        //nesw
        if (loc == 1)
        {
            bgImg.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Art/Northern Background");
        }
        else if (loc == 2)
        {
            bgImg.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Art/Eastern Background");
        }
        else if (loc == 3)
        {
            bgImg.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Art/Southern Background");
        }
        else if (loc == 4)
        {
            bgImg.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Art/Western Background");
        }
        else if (loc == 0)
        {
            //set up the final battle bg
        }
        else
        {
            bgImg.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Art/Northern Background");
        }
    }
 public void isDead()
 {
     //if player has lost, set state to appropriate
     if (g.attributes[0] <= 0)
     {
         //lose, and set location to 0
         g.location = 0;
         currState  = stateOfBattle.LOSE;
     }
     if (enemy.GetComponent <wolfScript>().dead() == true && !finalVictory && finalFight)
     {
         currState = stateOfBattle.FFIGHT1;
     }
     if (enemy.GetComponent <wolfScript>().dead() == true && finalVictory && !finalFight)
     {
         currState = stateOfBattle.NFFIGHT;
     }
 }
    //decide order of events
    public void next()
    {
        //start of battle becomes player turn
        if (currState == stateOfBattle.START)
        {
            //whenever its the start of the players turn set the player defense mod to 0
            playerDefenseMod = 0;
            currState        = stateOfBattle.PLAYERCH;
        }
        //enemy turn, then turns into player turn
        else if (currState == stateOfBattle.ENEMCH)
        {
            //whenever its the start of the players turn set the player defense mod to 0
            playerDefenseMod = 0;
            currState        = stateOfBattle.PLAYERCH;
        }
        //player turn turns into enemy turn
        else if (currState == stateOfBattle.PLAYERCH)
        {
            //the player has made their choice and the canvas displaying the information that their choice has made comes up
            writeDMG();
            currState = stateOfBattle.STANDBY;
        }
        else if (currState == stateOfBattle.STANDBY)
        {
            //whenever the wolf has its turn its defense buff is always reset
            enemDefenseMod = 0;
            enemyDecision();
            currState = stateOfBattle.ENEMCH;
        }

        //set up the battle here
        setUPUI();
        //always dsiplay the combatant info no matter where you are
        displayCombatantInfo();
    }