/// <summary>
    /// Initializing the settings and turnorder for the combat
    /// </summary>
    /// <param name="allCharacters"></param>
    public void SetupNewCombat(List <Character> allCharacters)
    {
        TurnOrder = new Queue <Character>();
        CharacterInitiative[] characterInitiatives = new CharacterInitiative[allCharacters.Count];
        for (int i = 0; i < allCharacters.Count; i++)
        {
            characterInitiatives[i]            = new CharacterInitiative(allCharacters[i]);
            characterInitiatives[i].initiative = allCharacters[i].characterData.Agility.CurrentValue + AddRandomizer();
        }

        Array.Sort(characterInitiatives);

        for (int i = 0; i < characterInitiatives.Length; i++)
        {
            TurnOrder.Enqueue(characterInitiatives[i].character);
            Debug.Log(characterInitiatives[i].initiative);
        }
    }
        public int CompareTo(object obj)
        {
            if (obj == null)
            {
                return(1);
            }

            CharacterInitiative otherInitiative = obj as CharacterInitiative;

            if (otherInitiative != null)
            {
                return(otherInitiative.initiative.CompareTo(this.initiative));
            }
            else
            {
                throw new ArgumentException("Object is not a Character Initiative");
            }
        }