void OnCellEnter(HexCell cell)
    {
        lastCell    = currentCell;
        currentCell = cell;
        lastMove    = GetMoveDirection();


        if (!IsSlipping() && !IsBurning())
        {
            TurnManager.TriggerNextTurn();
        }


        if (level.level.cells[level.IndexOfCell(cell)] == "ice")
        {
            startSlip  = Time.time;
            targetCell = level.GetAdjacentCell(currentCell, lastMove);
        }

        if (level.level.cells[level.IndexOfCell(cell)] == "fire" || level.level.cells[level.IndexOfCell(cell)] == "blockade")
        {
            startBurn  = Time.time + 0.2f;
            targetCell = lastCell;
        }


        level.CheckLevelLoad(cell);
        EvaluateCombat(cell);
    }