public void OnClick(object sender, EventArgs e)
 {
     if (Game.currentActiveSkill is SingleTargetSkill)
     {
         if (MouseState.state == InputState.Targetting &&
             !combatHandler.players.Contains(this))
         {
             SingleTargetSkill singleTargetSkill =
                 Game.currentActiveSkill as SingleTargetSkill;
             singleTargetSkill.Execute(this);
             MouseState.state = InputState.Idle;
             UpdateHealthLabel();
             combatHandler.hoverIndicator.Visible = false;
             Game.combatHandler.NextTurn();
         }
     }
     else if (Game.currentActiveSkill is HealingSkill)
     {
         if (MouseState.state == InputState.Targetting &&
             !combatHandler.enemies.Contains(this))
         {
             HealingSkill healingSkill = Game.currentActiveSkill as HealingSkill;
             healingSkill.Execute(this);
             MouseState.state = InputState.Idle;
             UpdateHealthLabel();
             combatHandler.hoverIndicator.Visible = false;
             Game.combatHandler.NextTurn();
         }
     }
     else if (Game.currentActiveSkill is StunSkill)
     {
         if (MouseState.state == InputState.Targetting &&
             !combatHandler.players.Contains(this))
         {
             StunSkill stunSkill = Game.currentActiveSkill as StunSkill;
             stunSkill.Execute(this);
             combatHandler.DrawStunnedStars(this);
             MouseState.state = InputState.Idle;
             UpdateHealthLabel();
             combatHandler.hoverIndicator.Visible = false;
             Game.combatHandler.NextTurn();
         }
     }
 }
        public void NextTurn()
        {
            if (activeUnitIndex > 10)
            {
                return;
            }

            RemoveIcons();
            if (enemies.Count > 0 && players.Count > 0)
            {
                if (activeUnitIndex < units.Count - 1)
                {
                    activeUnitIndex++;
                    activeUnit = units[activeUnitIndex];
                    UpdateTurnArrow(activeUnit);
                    if (activeUnit.isStunned)
                    {
                        activeUnit.isStunned = false;
                        RemoveStars(activeUnit);
                        NextTurn();
                    }
                    else
                    {
                        try
                        {
                            if (!activeUnit.isAlive)
                            {
                                NextTurn();
                            }
                            Game.mainLogger.LogMessage("Current turn: " + activeUnit.name);
                        }
                        catch
                        {
                            NextTurn();
                        }
                        if (!activeUnit.isHuman)
                        {
                            UpdateTurnArrow(activeUnit);
                            SingleTargetSkill temp = activeUnit.skills[0] as SingleTargetSkill;
                            Random            r    = new Random();
                            temp.Execute(players[r.Next(players.Count)]);
                            try
                            {
                                players[0].UpdateHealthLabel();
                            }
                            catch
                            {
                                System.Diagnostics.Debug.WriteLine("No more players.");
                            }
                            NextTurn();
                        }
                        else
                        {
                            //UpdateTurnArrow(activeUnit);
                            DrawSkills(activeUnit);
                        }
                    }
                }
                else
                {
                    Game.mainLogger.LogMessage("======================================");
                    Game.mainLogger.LogMessage("Round complete!");
                    Game.mainLogger.LogMessage("======================================");
                    activeUnitIndex = -1;
                    NextTurn();
                }
            }
            else
            {
                Game.mainLogger.LogMessage("One of the groups is dead!");
                if (players.Count <= 0 || enemies.Count <= 0)
                {
                    End();
                }
            }
        }