private void Continue()
        {
            // TODO (darren): do this is a different way later
            // when we have actual AI selection (customization)
            if (InGameConstants.FillWithAI)
            {
                int missingPlayersCount = Math.Max(0, GameConstants.Instance.PlayersToFill - RegisteredPlayers.AllPlayers.Count);
                RegisteredPlayersUtil.RegisterAIPlayers(missingPlayersCount);
            }

            StateMachine_.Continue();
        }
        private void HandleScoringFinished()
        {
            BattleCamera.Instance.ClearTransformsOfInterest();
            BattlePlayerPart.RemoveCollidersFromAll();

            CoroutineWrapper.DoAfterDelay(kResetCameraDelay, () => {
                if (PlayerScores.HasWinner)
                {
                    StateMachine_.HandleGameFinished();
                }
                else
                {
                    StateMachine_.Continue();
                }
            });
        }