void BuffSkill(Skill skill)
        {
            BuffSkill bSkill = (BuffSkill)skill;

            if (bSkill._affectsWholeSide)
            {
                if (bSkill._affectsAllies)
                {
                    turn._command._targets = battle._activeParty;
                }
                else if (bSkill._affectsOpponents)
                {
                    turn._command._targets = battle._activeEnemies;
                }

                sm.ChangeState(StateID.PlayerTurnAction);
            }
            else
            {
                if (bSkill._affectsAllies)
                {
                    turn._targets = battle._activeParty;
                }
                else if (bSkill._affectsOpponents)
                {
                    turn._targets = battle._activeEnemies;
                }

                sm.ChangeState(StateID.PlayerTurnTarget);
            }
        }
        void UseBuffSkill(Skill skill)
        {
            BuffSkill bSkill = (BuffSkill)skill;

            if (bSkill._affectsWholeSide)
            {
                if (bSkill._affectsAllies)
                {
                    turn._command._targets = battle._activeEnemies;
                }
                else if (bSkill._affectsOpponents)
                {
                    turn._command._targets = battle._activeParty;
                }
            }
            else
            {
                if (bSkill._affectsAllies)
                {
                    turn._command._targets = new BattleChar[] { combatant };
                }
                else if (bSkill._affectsOpponents)
                {
                    turn._command._targets = new BattleChar[] { activeParty[Random.Range(0, activeParty.Length)] };
                }
            }
        }
        public BuffCommand(BattleChar instigator, BuffSkill skill) : base(instigator)
        {
            this.skill = skill;

            ui = game._ui;

            delay = game._battle._delay;
        }