// Update is called once per frame
    void Update()
    {
        if (!gameOver)
        {
            if (paused)
            {
                return;
            }
            CheckForEndGame();

            // IF the Turn Manager is attempting to complete a round...
            if (attemptingRound)
            {
                // IF the current turn object is not the last object...
                if (currentIndex < objectList.Count)
                {
                    ///

                    if (currentIndex != objectList.Count - 1)
                    {
                        if (objectList[currentIndex].GetComponent <CharacterBase>().isDowned)
                        {
                            objectList[currentIndex].CompleteTurn();
                        }
                        else
                        {
                            HandlePlayer();
                            if (paused)
                            {
                                return;
                            }
                        }
                    }
                    else
                    {
                        HandleAI(objectList[objectList.Count - 1].GetComponent <CharacterBase>());
                        Debug.Log("AI TURN");
                        CharacterBase recipient = objectList[Random.Range(0, objectList.Count - 1)];
                        recipient.AddSpecial();
                        FloatText.CreateFloatText("Specialable", new Color(1, 1, 0), recipient.transform.position + 2 * Vector3.up);
                    }
                    ///

                    // IF the current turn object has completed its action...
                    if (objectList[currentIndex].hasCompletedTurn)
                    {
                        // Telling the current object that it's turn is over
                        objectList[currentIndex].isCurrentTurn = false;
                        currentIndex++;
                        special = false;

                        // IF the previous object was not the last object...
                        if (currentIndex < objectList.Count)
                        {
                            // Telling the next object that it is the current turn
                            objectList[currentIndex].isCurrentTurn = true;
                            MoveCamera();

                            if (debug)
                            {
                                Debug_CurrentTurn();
                            }
                        }
                    }
                }
                else
                {
                    // End the round
                    attemptingRound = false;
                    foreach (CharacterBase prop in objectList)
                    {
                        prop.hasCompletedTurn = false;
                        prop.isCurrentTurn    = false;
                    }
                    if (debug)
                    {
                        Debug.Log("End of Round!");
                    }

                    StartRound();
                }
            }
        }
    }