/// <summary>
        /// Disables our button if we are in the Battle phase and still have unresolved bullets.
        /// </summary>
        /// <param name="elapsedGameTime"></param>
        public override void Update(float elapsedGameTime)
        {
            base.Update(elapsedGameTime);

            // See if we have any explosion animations left to finish in our battle screen
            // Loop through both player boards and check to see if any turret has unresolved bullets
            // If one exists, disable this button

            BattleScreen battleScreen = ScreenManager.Instance.GetCurrentScreenAs <BattleScreen>();

            if (battleScreen.FindInGameUIObject <Explosion>(x => x is Explosion) != null)
            {
                CanProgress = false;
                return;
            }

            foreach (CardShipPair shipPair in battleScreen.Board.NonActivePlayerBoardSection.GameBoardSection.ShipCardControl)
            {
                if (shipPair.Ship.Turret.ChildrenCount > 0)
                {
                    CanProgress = false;
                    return;
                }
            }

            foreach (CardShipPair shipPair in battleScreen.Board.ActivePlayerBoardSection.GameBoardSection.ShipCardControl)
            {
                if (shipPair.Ship.Turret.ChildrenCount > 0)
                {
                    CanProgress = false;
                    return;
                }
            }

            CanProgress = true;
        }