void CheckEndGame()
    {
        switch (gameType)
        {
        case (GameType.Survival):
            if (TurnCount > LastWaveTime)
            {
                if (aiControl.NumberOfEnemiesLeft() <= 0)
                {
                    winScreen.gameObject.SetActive(true);
                }
            }
            break;

        case (GameType.Defense):
            //if (TurnCount >= MaxTurns)
            //{
            //    winScreen.gameObject.SetActive(true);
            //}
            break;

        case (GameType.Attack):
            break;
        }
    }