// Start is called before the first frame update
    void Start()
    {
        _floatilla = GameObject.FindObjectOfType <Floatilla>();

        // Build options we'll use later to decide movement for this frame.
        BuildCannonOptions();
        BuildThrustOptions();
    }
    //$TODO - Figure out best way to implement the actual management screen, this is placeholder
    public static void LoadBoatManagementScreen(
        Floatilla floatilla,
        FloatillaControls normalFloatillaControls)
    {
        PauseState.Pause();

        // Pass control over to the Ship Management Controls
        normalFloatillaControls.GetComponent <PlayerInput>().SwitchCurrentActionMap("UI");

        //$TEMP - There was another idea I had to load a new scene, not sure if that's going to work the way I want.
        //SceneManager.LoadScene("Scenes/ShipManagement", LoadSceneMode.Additive);

        //var shipManagementScene = SceneManager.GetSceneByName("ShipManagement");

        // Marshall the Floatilla into the new scene
        //SceneManager.MoveGameObjectToScene(floatilla.gameObject, shipManagementScene);
    }