public void CheckRemainingEnemies() {
        int rem = 0;
        for(int i = 0; i < enemies.Count; ++i) {
            if (enemies[i].activeSelf)
                rem += 1;
        }
        if (rem == 0) { //all enemies inactive, could be set flag
            Debug.Log(rem + " enemies remain.");
            GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>().cullingMask = -1; // turn off combat scene mask

            //better exp calc / level up etc --------------------------------------------

            for (int i = 0; i < enemies.Count; ++i) {
                //Debug.Log("Added XP " + enemies[i].gameObject.GetComponent<clsEnemyStandard>().enemyName);
                clsPlayerInfo.PI_experience += DictEnemies_Exp.dict[enemies[i].gameObject.GetComponent<clsEnemyStandard>().enemyName];
            }

            DungeonManager.ClearEncounterByCurrent();
            UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(UnityEngine.SceneManagement.SceneManager.GetSceneByName("BattleScene"));
        }
    }