// enables panel if it's next in queue
    public void CheckPanelQueue()
    {
        Debug.Log("Panel Queue checked: " + panelQueue.Count + " panels in queue.");
        if (panelQueue.Count > 0)
        {
            UICanvasHandler.instance.EnableMainSceneButtons(false);

            if (panelQueue.Peek().Equals(notifyPanel.panelID))
            {
                notifyPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(questPanel.panelID))
            {
                questPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(questRewardPanel.panelID))
            {
                questRewardPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(yourTurnPanel.panelID))
            {
                yourTurnPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(boardScanPanel.panelID))
            {
                boardScanPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(crisisPanel.panelID))
            {
                crisisPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(chooseSpellcasterPanel.panelID))
            {
                chooseSpellcasterPanel.EnablePanel();
            }
            else if (panelQueue.Peek().Equals(spellCastNotifPanel.panelID))
            {
                spellCastNotifPanel.EnablePanel();
            }
        }
        else
        {
            UICanvasHandler.instance.EnableMainSceneButtons(true);
            // also have to disable dice button if it's not player's turn
            UICanvasHandler.instance.EnableDiceButton(GameObject.FindGameObjectWithTag("LocalPlayer").GetComponent <Player>().bIsMyTurn);
        }
    }