// Update is called once per frame
    void Update()
    {
        Debug.Log(currentState);
        switch (currentState)
        {
        case (BattleStates.START):
            // SETUP BATTLE FUNCTION
            // battle begins
            // create enemy

            battleStateStartScript.PrepareBattle();
            break;

        case (BattleStates.PLAYERCHOICE):

            break;

        case (BattleStates.ENEMYCHOICE):
            //coded ai goes here
            break;

        case (BattleStates.CALCDAMAGE):
            damage = battleCalcScript.CalculateUsedPlayerAbilityDamage(playerAbility);
            Debug.Log("CALCULATING DAMAGE");
            Debug.Log(damage);

            damage_caused = battleStateStartScript.EnemyDamage(damage);
            //damage_text = damage.ToString();


            //GUI.Label(damage_text);
            //GUILayout.Label (damage_text);
            //GUILayout.Text(battleStateStartScript.EnemyDamage(damage));
            //GUILayout.Label (damage);
            //GUILayout.Label (battleStateStartScript.EnemyDamage(damage).ToString);

            // TRYING TO PRINT OUT RESULTS OF DAMAGE
            //GUI.Label(new Rect(Screen.width - 250,Screen.height - 50,100,30), damage.ToString);


            currentState = BattleStates.ENEMYCHOICE;

            //coded ai goes here
            break;

        case (BattleStates.CALCENEMYDAMAGE):

            currentState = BattleStates.PLAYERCHOICE;

            break;

        case (BattleStates.LOSE):
            //Application.Quit();
            break;

        case (BattleStates.WIN):
            //Application.Quit();
            break;
        }
    }