void RemoveQueue()
    {
        movetext.text        = Queued[0].AttackName;
        combatLogic.AttackID = Queued[0].AttackID;
        if (Queued.Count >= 2)
        {
            if (Queued[1].AttackID == 6)
            {
                Queued[0].BaseDmg += 10; Queued.RemoveAt(1);
            }
        }
        //
        combatLogic.CurrentDamage  = Queued[0].BaseDmg;
        combatLogic.CurrentElement = Queued[0].AttackElement;
        if (combatLogic.targeting)
        {
            camControl.SwitchCamera(Queued[0].cameraNum);
        }

        displayingAttack         = true;
        CurrentAttackTick        = 0;
        attacklock               = true;
        combatLogic.attackCheck -= 1;
        combatLogic.playerLock   = true;

        Queued.RemoveAt(0);
        TopQueue = Queued[0];
    }
    // Start is called before the first frame update
    void Start()
    {
        TopStream    = Attacks[Random.Range(0, Attacks.Count)];
        BottomStream = Attacks[Random.Range(0, Attacks.Count)];

        QueueImage1.SetActive(false);
        QueueImage2.SetActive(false);
        QueueImage3.SetActive(false);
        displayingAttack = false;
        //attacklock = false;
    }
 void AddtoQueue()
 {
     if (combatLogic.playerManaLoss)
     {
         combatLogic.mana -= TopStream.ManaCost;
     }
     Queued.Add(TopStream);
     TopStream    = BottomStream;
     BottomStream = Attacks[Random.Range(0, Attacks.Count)];
     TopQueue     = Queued[0];
 }
 void RemoveStream()
 {
     TopStream         = BottomStream;
     BottomStream      = Attacks[Random.Range(0, Attacks.Count)];
     combatLogic.mana -= 20;
 }
 void SwapStream()
 {
     tmp          = TopStream;
     TopStream    = BottomStream;
     BottomStream = tmp;
 }
 void bonusAdd()
 {
     Queued.Add(Attacks[Random.Range(0, Attacks.Count)]);
     TopQueue = Queued[0];
 }