void switchEnemyBeetle(int index) // set value for fainted beetle and set index beetle to be the current beetle
    {
        int old_index = System.Array.IndexOf(enemy_team, e_current_beetleboi);

        enemy_c_health[old_index] = e_current_health;
        if (e_current_health == 0)
        {
            enemy_buttons[old_index].interactable = false;
        }

        e_current_beetleboi   = enemy_team[index];
        e_health_bar.maxValue = e_current_beetleboi.healthCumulative();

        e_current_health = enemy_c_health[index];
        animationManager.e_switchBeetle();
    }
    public void switchBeetle(int index) // attached to a button to execute beetle switching
    {
        int old_index = System.Array.IndexOf(player_team, current_beetleboi);

        player_c_health[old_index] = current_health;
        if (current_health == 0)
        {
            player_buttons[old_index].interactable = false;
        }

        current_beetleboi   = player_team[index];
        health_bar.maxValue = current_beetleboi.healthCumulative();

        current_health = player_c_health[index];
        animationManager.switchBeetle();
    }
    // Update is called once per frame
    void Update()
    {
        faintedBeetle();
        faintedEnemyBeetle();
        current_health       = lowerThanZero(current_health);
        health_bar.value     = current_health;
        health_bar_text.text = current_beetleboi.beetle_name + "\nHEALTH: " + current_health + "/" + current_beetleboi.healthCumulative();

        e_current_health       = lowerThanZero(e_current_health);
        e_health_bar.value     = e_current_health;
        e_health_bar_text.text = e_current_beetleboi.beetle_name + "\nHEALTH: " + e_current_health + "/" + e_current_beetleboi.healthCumulative();

        //endBattle();
    }