public static void CleanUp() //Resets the FightScene for next time
    {
        GameObject smokeCloud = GameObject.Find("SmokeCloud");

        smokeCloud.transform.localScale = new Vector3(0.1f, 0.1f, 1); //Resets size of the smoke cloud
        GameObject p1Side = GameObject.Find("Player1Units");
        GameObject p2Side = GameObject.Find("Player2Units");
        GameObject winner = GameObject.Find("Winner");

        p1Side.GetComponent <RectTransform>().anchoredPosition = p1Start; //Resets the position of P1's units
        p2Side.GetComponent <RectTransform>().anchoredPosition = p2Start; //Similiar comment

        for (int i = p1Side.transform.childCount - 1; i >= 0; --i)        //Removes pictures
        {
            GameObject.Destroy(p1Side.transform.GetChild(i).gameObject);
        }
        for (int i = p2Side.transform.childCount - 1; i >= 0; --i)
        {
            GameObject.Destroy(p2Side.transform.GetChild(i).gameObject);
        }
        for (int i = winner.transform.childCount - 1; i >= 0; --i)
        {
            GameObject.Destroy(winner.transform.GetChild(i).gameObject);
        }

        UnitDict.Clear();                   //Clears dictionary]
        UIMaster.SetFightScenePanel(false); //Turns off the canvas for the FightScene
        UIMaster.SetPanelAlpha(false, (int)UIPannels.Fight);
    }
 public static void SetUpFight(List <Unit> f, List <Unit> tk)
 {
     fighting = true; //Fighting has begun
     UnitDict = new Dictionary <Unit, GameObject>();
     p1Start  = GameObject.Find("Player1Units").GetComponent <RectTransform>().anchoredPosition;
     p2Start  = GameObject.Find("Player2Units").GetComponent <RectTransform>().anchoredPosition;
     fighters = f;                                       //List of all the units participating in the fight
     toKill   = tk;                                      //Which units we are going to kill
     UIMaster.SetFightScenePanel(true);                  //Activates the Canvas for the FightScene
     UIMaster.SetPanelAlpha(true, (int)UIPannels.Fight); //Turns the alpha to 1 so that it is visible
     PlaceUnits();
 }