private int ComputeHealValue(GenericCharacter aAttacker, Action aAction)
    {
        int value = 0;

        value = aAction.GetHealAmount() + aAttacker.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.SPELL_POWER];

        return(value);
    }
    private int ComputeAttackValue(GenericCharacter aAttacker, Action aAction)
    {
        int value = 0;

        value = aAction.GetDamageAmount() + aAttacker.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.STRENGTH];

        return(value);
    }
    //TODO: Change this to actually work properly. Need to add a current health, and a max health type of variable in generic character
    private void ProcessDamageTaken(GenericCharacter aGenericCharacter, int aDamageValue)
    {
        int currentDamage = aDamageValue;

        aDamageValue -= aGenericCharacter.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.SHIELD];

        if (aDamageValue < 0)
        {
            aDamageValue = 0;
        }

        int currentHP = aGenericCharacter.GetCharacterTotalStats()[(int)GenericCharacter.STAT_INDEX.HEALTH] -= aDamageValue;

        if (currentHP < 0)
        {
            currentHP = 0;
        }

        aGenericCharacter.SetCurrentHealth(currentHP);
    }