public void ResetView()
 {
     currentlyFocuedWindow   = ActionWindows.Action;
     currentlySelectedAction = 0;
     currentlySelectedTarget = 0;
     foreach (EntityLabel text in targetText)
     {
         text.label.color = Color.black;
     }
     foreach (TextMeshProUGUI text in actionText)
     {
         text.color = Color.black;
     }
 }
    public void Update()
    {
        if (awaitingInput)
        {
            if (Input.GetButtonDown("Down"))
            {
                ChangeAction(1);
            }
            if (Input.GetButtonDown("Up"))
            {
                ChangeAction(-1);
            }
            if (Input.GetButtonDown("Select"))
            {
                switch (currentlyFocuedWindow)
                {
                case ActionWindows.Action:
                    currentlyFocuedWindow = ActionWindows.Target;
                    ChangeAction(0);
                    break;

                case ActionWindows.Target:
                    currentlyFocuedWindow = ActionWindows.Confirm;
                    ChangeAction(0);
                    break;

                case ActionWindows.Confirm:
                    awaitingInput = false;
                    ChangeAction(0);
                    SelectAction.Invoke(currentlySelectedAction, currentlySelectedTarget + battleManager.playerPartyCount);
                    ResetView();
                    break;
                }
            }
        }
    }