public void AddPawnToTimeline(iAffectedByTime ap)
    {
        ap.onStartTurn = OnPawnStart;

        foreach (iAffectedByTime TA in timeAffectedObjects)
        {
            if (TA == ap)
            {
                return;
            }
        }
        ap.onTurnEnd = EndTurn;
        AddTimeInfluencedToList(ap);
    }
 private void AddTimeInfluencedToList(iAffectedByTime timeAffected)
 {
     timeAffected.RemoveFromTimeline = RemovePawnFromTimeline;
     timeAffectedObjects.Add(timeAffected);
 }