void Start()
    {
        Start_Varibles();

        state         = State.WaitingForPlayer;
        m_state       = Monster_state.SpawnEmpty;
        a_order_state = Attack_Order_State.MonsterCanAttack;
    }
 void Attack_Turns()
 {
     if (player_start_value >= monster_start_value)
     {
         a_order_state = Attack_Order_State.PlayerCanAttack;
     }
     else
     {
         a_order_state = Attack_Order_State.MonsterCanAttack;
     }
 }
    void Turn_Ender()
    {
        if (Battle_Control.PlayerAttackEnded)
        {
            Battle_Control.PlayerAttackEnded = false;
            Debug.Log("Battle_Control.PlayerAttackEnded");
            Turn_Counter();
            a_order_state = Attack_Order_State.MonsterCanAttack;
        }

        if (M_Battle_Control.MonsterAttackEnded)
        {
            M_Battle_Control.MonsterAttackEnded = false;
            Debug.Log("Battle_Control.MonsterAttackEnded");
            Turn_Counter();
            a_order_state = Attack_Order_State.PlayerCanAttack;
        }
    }