public void chooseRandomSkillFromGroup()
    {
        //CurrentSkill = SkillGroup[0];
        List <SkillFunction> list = new List <SkillFunction>();

        for (int i = 0; i < SkillGroup.Length; i++)
        {
            SkillFunction skill = SkillGroup[i];
            if (skill.isSkillAvailable() && skill.isSkillMeetConditionToAutoRelease())
            {
                list.Add(skill);
            }
        }
        if (list.Count > 0)
        {
            CurrentSkill = list[UnityEngine.Random.Range(0, list.Count)];
        }
        else
        {
            if (BM == null)
            {
                BM = FindObjectOfType <BattleManager>();
            }
            CurrentSkill = BM.normalAttackSkill;
        }
    }
 public void chooseASkillFromSkillGroup()
 {
     CurrentSkill = SkillGroup[0];
     for (int i = 0; i < SkillGroup.Length; i++)
     {
         SkillFunction skill = SkillGroup[i];
         if (skill.isSkillAvailable())
         {
             if (skill.isSkillMeetConditionToAutoRelease())
             {
                 CurrentSkill = skill;
                 return;
             }
         }
     }
 }