/// <summary>
        /// Creates a GUI element to show information about the selected Person and their abilities.
        /// </summary>
        /// <param name="CharacterLifeRect">Game screen area to draw the portrait, life and energy bars, any AbilityEffect icons, and level information</param>
        /// <param name="abilityAreaRect">Area to display the ability buttons, as well as the experience bar if the selected person is a hero.</param>
        public CharacterBox(Rectangle CharacterLifeRect, Rectangle abilityAreaRect)
        {
            Options = new TextButton[4];
        
            HealthBox = CharacterLifeRect;
            ExpBarBox = abilityAreaRect;
            Rectangle buttonRect = new Rectangle(ExpBarBox.X + 10, ExpBarBox.Y + 10, (ExpBarBox.Width - 25) / 4, ExpBarBox.Height - 50);
            interfaceHolder = InterfaceTextureHolder.Holder;
            combatHolder = CombatTextureHolder.Holder;

            Options[0] = new TextButton(buttonRect, interfaceHolder.ButtonSprites[(int)ConstantHolder.ButtonBackgrounds.Exit].copySprite(),
                buttonZero, interfaceHolder.Fonts[(int)ConstantHolder.Fonts.defaultFont], 
                "Yo, dawg.");
            
            buttonRect.X += (ExpBarBox.Width - 25) / 4 + 5;

            Options[1] = new TextButton(buttonRect, interfaceHolder.ButtonSprites[(int)ConstantHolder.ButtonBackgrounds.Exit].copySprite(),
                buttonOne, interfaceHolder.Fonts[(int)ConstantHolder.Fonts.defaultFont], "Sup, son.");
            
            buttonRect.X += (ExpBarBox.Width - 25) / 4 + 5;
            Options[2] = new TextButton(buttonRect, interfaceHolder.ButtonSprites[(int)ConstantHolder.ButtonBackgrounds.Exit].copySprite(),
                buttonTwo, interfaceHolder.Fonts[(int)ConstantHolder.Fonts.defaultFont], "I heard you liek mudkips");
            
            buttonRect.X += (ExpBarBox.Width - 25) / 4 + 5;
            Options[3] = new TextButton(buttonRect, interfaceHolder.ButtonSprites[(int)ConstantHolder.ButtonBackgrounds.Exit].copySprite(),
                buttonThree, interfaceHolder.Fonts[(int)ConstantHolder.Fonts.defaultFont], "Bro do you even lift?");


            healthPanelBackground = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.PortraitBackground].copySprite();
            abilityPanelBackground = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.AbilityBackground].copySprite();
            mouseoverBackground = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.MouseOverBackground].copySprite();
            healthPanelFrame = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.PortraitFrame].copySprite();
            abilityPanelFrame = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.AbilityFrame].copySprite();
            mouseOverFrame = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.MouseOverFrame].copySprite();
            healthBar = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.HealthBar].copySprite();
            healthBarM = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.HealthBar].copySprite();
            energyBar = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.EnergyBar].copySprite();
            energyBarM = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.EnergyBar].copySprite();
            experienceBar = interfaceHolder.GUISprites[(int)ConstantHolder.GUIMemberImages.ExperienceBar].copySprite();
        }
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml");
     ActorHolder = ActorTextureHolder.makeHolder(GraphicsDevice);
     CombatHolder = CombatTextureHolder.makeHolder(GraphicsDevice);
     EnviroHolder = EnvironmentTextureHolder.makeHolder(GraphicsDevice);
     InterfaceHolder = InterfaceTextureHolder.makeHolder(Content, GraphicsDevice);
     currentLevelGrid = Level.loadLevelXML("Content\\XMLs\\level.xml").LevelGrid;
     GUIMan = GUIManager.MakeManager();
     changeState(GameState.Gameplay_Combat);
     //currentLevelGrid = thing.SimpleLevelGrid;
     IsMouseVisible = true;
     changeState(GameState.Gameplay_Combat);
     //HexagonWidth = hex.Width;
     // TODO: use this.Content to load your game content here
 }
                            numEIS = 0;         //Size to make the EffectIconSprite array.

        /// <summary>
        /// Constructs the CombatTextureHolder which will be accessable in static by the public.
        /// Holds all Ability and AbilityEffect related sprites.
        /// Should be called from the game's main class, in the LoadContent() function.
        /// </summary>
        /// <param name="manager">Content loader from the main game class.</param>
        /// <returns>The CTH created by the constructor.</returns>
        public static CombatTextureHolder makeHolder(GraphicsDevice graphics)
        {
            return(CTHolder = new CombatTextureHolder(graphics));
        }
            numEIS = 0;                         //Size to make the EffectIconSprite array.

        /// <summary>
        /// Constructs the CombatTextureHolder which will be accessable in static by the public.
        /// Holds all Ability and AbilityEffect related sprites.
        /// Should be called from the game's main class, in the LoadContent() function.
        /// </summary>
        /// <param name="manager">Content loader from the main game class.</param>
        /// <returns>The CTH created by the constructor.</returns>
        public static CombatTextureHolder makeHolder(GraphicsDevice graphics)
        {
            return CTHolder = new CombatTextureHolder(graphics);
        }