public DamageStarVFX(int damageDisplayed, Vector2 position)
        {
            DamageDisplayed = UtilityGlobals.Clamp(damageDisplayed, BattleGlobals.MinDamage, BattleGlobals.MaxDamage);
            Position        = position;

            if (DamageDisplayed <= 0)
            {
                MaxScale = new Vector2(.3f, .3f);
            }

            StarHalfLeft = new CroppedTexture2D(AssetManager.Instance.LoadRawTexture2D($"{ContentGlobals.UIRoot}/Battle/BattleGFX.png"),
                                                new Rectangle(305, 809, 31, 58));
            StarHalfRight = StarHalfLeft.Copy();
        }
        private void SetUpGrid()
        {
            //Create the grid
            PowerLiftGrid = new UIGrid(ActionCmd.NumColumns, ActionCmd.NumRows, ActionCmd.LiftGridCellSize);

            //Populate the grid based on how many columns and rows it has
            int totalSize = PowerLiftGrid.MaxElementsInGrid;

            for (int i = 0; i < totalSize; i++)
            {
                //Small cursors are on the grid
                PowerLiftGrid.AddGridElement(new UIFourPiecedTex(SmallCursor.Copy(), SmallCursor.WidthHeightToVector2(), .5f, Color.White));
            }

            //Although the grid is drawn on the UI layer, we center it using the sprite layer's (0, 0) position for ease
            PowerLiftGrid.Position = Camera.Instance.SpriteToUIPos(Vector2.Zero);
            PowerLiftGrid.ChangeGridPivot(UIGrid.GridPivots.Center);

            Vector2 paddingSize = ActionCmd.LiftGridCellSize / 2;

            PowerLiftGrid.ChangeGridPadding(0, (int)paddingSize.X, 0, (int)paddingSize.Y);

            PowerLiftGrid.Spacing = ActionCmd.LiftGridSpacing;
        }