// Variables for: Unit State generation //

    /* TO-DO
     * Add these variables when adding the Unit State reading from the .csv file
     * private List<UnitState> unitStates = new List<UnitState>();
     * private Object unitStateSet;
     */



    //Methods//

    // method - public: reads the action sets for each unit from the file //
    public void ReadInBehaviors()
    {
        /* TO-DO
         * Update to create the Unit States from the .csv file
         * // Generates Unit States
         * unitStates = new UnitState[unitPrefabs.Count];
         * for(int i = 0; i < unitPrefabs.Count; i++)
         * {
         *  unitStates[i] = unitPrefabs[i].GetComponent<UnitState>();
         * }
         */

        //Generates Unit Intelligences from the unit action sets
        if (!GetComponent <BehaviorSetReader>())
        {
            gameObject.AddComponent <BehaviorSetReader>();
        }
        BehaviorSetReader reader = GetComponent <BehaviorSetReader>();

        for (int i = 0; i < unitPrefabs.Count; i++)
        {
            reader.unitIntelligenceScript = unitPrefabs[i].GetComponent <UnitIntelligence>();
            reader.actionSetFile          = unitActionSets[i];
            reader.ReadInBehaviors();
        }
    }
    // method - public: writes out the action sets for each unit to their respective file //
    public void WriteOutBehaviors()
    {
        /* TO-DO
         * Update to write out Unit State values to the .csv file
         */

        //Writes out the unit action sets from the unit prefabs
        if (!GetComponent <BehaviorSetReader>())
        {
            gameObject.AddComponent <BehaviorSetReader>();
        }
        BehaviorSetReader reader = GetComponent <BehaviorSetReader>();

        for (int i = 0; i < unitPrefabs.Count; i++)
        {
            reader.unitIntelligenceScript = unitPrefabs[i].GetComponent <UnitIntelligence>();
            reader.actionSetFile          = unitActionSets[i];
            reader.WriteOutBehaviors();
        }
    }