private void DoBattle(List <NpcBase> playerList, List <NpcBase> enemyList)
    {
        NpcBase defender;
        NpcBase fighter = orderList[combatant];

        if (fighter.stats.GetNpcCurrentHealth() > 0)
        {
            battleStatus = EBattleStatus.NpcAttacking;
            if (fighter.GetPlayerTeam())
            {
                int position = UnityEngine.Random.Range(0, enemyList.Count);
                defender = enemyList[position];
                fighter.AttackEnemy(defender, () =>
                {
                    if (defender.stats.GetNpcCurrentHealth() <= 0)
                    {
                        enemyList.Remove(defender);
                    }
                    NextCombatant();
                });
                print(fighter.stats.npcName + " has attacked " + defender.stats.npcName);
            }
            else
            {
                int position = UnityEngine.Random.Range(0, playerList.Count);
                defender = playerList[position];
                fighter.AttackEnemy(defender, () =>
                {
                    if (defender.GetNpcCurrentHealth() <= 0)
                    {
                        defender.GetAnimator().SetBool("isDead", true);
                        playerList.Remove(defender);
                    }
                    NextCombatant();
                });
                print(fighter.stats.npcName + " has attacked " + defender.stats.npcName);
            }
        }
        else
        {
            NextCombatant();
        }
    }