// Update is called once per frame
    void Update()
    {
        Debug.Log(currentState);
        switch (currentState)
        {
        case (BattleStates.START):
            //setup battle function
            //create enemy
            battleStateStartScript.PrepareBattle();
            break;

        case (BattleStates.PLAYER_TURN):
            currentTurnOwner = BattleStates.PLAYER_TURN;
            break;

        case (BattleStates.ENEMY_TURN):
            currentTurnOwner = BattleStates.ENEMY_TURN;
            battleStateEnemyTurnScript.EnemyTakeTurn();
            //enemyCompletedTurn = true;
            //CheckTurnOwner ();
            break;

        case (BattleStates.CALCULATE_DAMAGE):
            if (currentTurnOwner == BattleStates.PLAYER_TURN)
            {
                battleFunctionsScript.enemyCurrentHealth  -= battleCalculationsScript.CalculateTotalPlayerDamage(playerUsedAbility);
                battleFunctionsScript.playerCurrentEnergy -= battleCalculationsScript.GetEnergyCost(playerUsedAbility);

                if (battleFunctionsScript.enemyCurrentHealth <= 0)
                {
                    currentState = BattleStates.WIN;
                    Debug.Log("Won the battle!");
                    break;
                }
            }
            if (currentTurnOwner == BattleStates.ENEMY_TURN)
            {
                battleFunctionsScript.playerCurrentHealth -= battleCalculationsScript.CalculateTotalEnemyDamage(enemyUsedAbility);

                if (battleFunctionsScript.playerCurrentHealth <= 0)
                {
                    currentState = BattleStates.LOSE;
                    Debug.Log("Lost the battle!");
                    break;
                }
            }
            CheckTurnOwner();
            break;

        case (BattleStates.ADD_STATUS_EFFECTS):
            battleStateAddStatusEffectsScript.CheckAbilityForStatusEffect(playerUsedAbility);
            break;

        case (BattleStates.END_TURN):
            totalTurnCount++;
            playerCompletedTurn = false;
            enemyCompletedTurn  = false;

            currentState = BattleStates.PLAYER_TURN;
            break;

        case (BattleStates.LOSE):
            GameOver();
            break;

        case (BattleStates.WIN):
            GameInformation.WonFight = true;
            ReturnToMap();
            break;
        }
    }