//Lets the player select an item for the party member to use
 public void ButtonItemOption()
 {
     if (state == BattleStateWL.PARTYONESEL)
     {
         choiceOne         = ActionChoiceWL.ITEM;
         state             = BattleStateWL.PARTYTWOSEL;
         dialogueText.text = partyTwoUnit.unitName + "'s Action";
         ButtonAttackBack();
     }
     else if (state == BattleStateWL.PARTYTWOSEL)
     {
         choiceTwo         = ActionChoiceWL.ITEM;
         state             = BattleStateWL.PARTYTHREESEL;
         dialogueText.text = partyThreeUnit.unitName + "'s Action";
         ButtonAttackBack();
     }
     else if (state == BattleStateWL.PARTYTHREESEL)
     {
         choiceThree       = ActionChoiceWL.ITEM;
         state             = BattleStateWL.PARTYFOURSEL;
         dialogueText.text = partyFourUnit.unitName + "'s Action";
         ButtonAttackBack();
     }
     else if (state == BattleStateWL.PARTYFOURSEL)
     {
         choiceFour = ActionChoiceWL.ITEM;
         Debug.Log("Party Four Option Comp");
         actionPanel.SetActive(false);
         attackPanel.SetActive(false);
         dialogueText.text = " ... ";
         Debug.Log("Party Four Option Comp");
         StartCoroutine(PlayerCombatTurn());
     }
 }
    //Fills in action for Special Button
    IEnumerator CorouAttackSpecial()
    {
        if (state == BattleStateWL.PARTYONESEL)
        {
            choiceOne = ActionChoiceWL.ATTACKTWO;
            state     = BattleStateWL.PARTYTWOSEL;
            yield return(new WaitForSeconds(1f));

            ButtonAttackBack();
            dialogueText.text = partyTwoUnit.unitName + "'s Action";
            Debug.Log("Party One Option Comp");
        }
        else if (state == BattleStateWL.PARTYTWOSEL)
        {
            choiceTwo = ActionChoiceWL.ATTACKTWO;
            state     = BattleStateWL.PARTYTHREESEL;
            yield return(new WaitForSeconds(1f));

            ButtonAttackBack();
            dialogueText.text = partyThreeUnit.unitName + "'s Action";
            Debug.Log("Party Two Option Comp");
        }
        else if (state == BattleStateWL.PARTYTHREESEL)
        {
            choiceThree = ActionChoiceWL.ATTACKTWO;
            state       = BattleStateWL.PARTYFOURSEL;
            yield return(new WaitForSeconds(1f));

            ButtonAttackBack();
            dialogueText.text = partyFourUnit.unitName + "'s Action";
            Debug.Log("Party Three Option Comp");
        }
        else if (state == BattleStateWL.PARTYFOURSEL)
        {
            choiceFour = ActionChoiceWL.ATTACKTWO;
            state      = BattleStateWL.ATTACKTURN;
            yield return(new WaitForSeconds(1f));

            actionPanel.SetActive(false);
            attackPanel.SetActive(false);
            dialogueText.text = " ... ";
            Debug.Log("Party Four Option Comp");
            StartCoroutine(PlayerCombatTurn());
        }
    }