private float getReceivedDamage(BattleAction fighterAction, BattleAction opponentAction)
    {
        BattleActionResults bars = DataManager.Instance.BattleActionResults[fighterAction.ActionType];
        float receivedDamage     = 0;

        foreach (var bar in bars.BattleActionResultList)
        {
            if (bar.ActionType == opponentAction.ActionType)
            {
                receivedDamage = bar.ReceivingDamage;
            }
        }

        return(receivedDamage);
    }
    private void ProcessTurn()
    {
        PreviousBattleActions = battleActions;

        foreach (KeyValuePair <int, BattleAction> entry in battleActions)
        {
            FighterController fc = FighterControllers[entry.Key];
            fc.ActionRenderer.sprite = DataManager.Instance.BattleActionIcons[entry.Value.ActionType];

            FighterController   targetFC = FighterControllers[entry.Value.Target];
            BattleActionResults bars     = DataManager.Instance.BattleActionResults[entry.Value.ActionType];
            float receivedDamage         = 0;
            foreach (var bar in bars.BattleActionResultList)
            {
                if (bar.ActionType == battleActions[entry.Value.Target].ActionType)
                {
                    receivedDamage = bar.ReceivingDamage;
                }
            }

            fc.Health -= receivedDamage;
        }

        DelayUtil.WaitForSeconds(TurnCooldownSeconds + 1, () =>
        {
            foreach (KeyValuePair <int, BattleAction> entry in battleActions)
            {
                FighterControllers[entry.Key].ClearActionIcon();
            }
            battleActions = new Dictionary <int, BattleAction>();

            Dictionary <int, float> healthFighters = new Dictionary <int, float>();
            foreach (KeyValuePair <int, FighterController> entry in FighterControllers)
            {
                healthFighters.Add(entry.Key, entry.Value.Health);
            }

            int loser = GetRoundLoser(healthFighters);
            if (loser >= 0)
            {
                RoundEnd(loser, FighterControllers);
            }
            else
            {
                turnInProgress = false;
            }
        });
    }