private void StartNextCharacterTurn(TurnCharacter ch)
    {
        int checkIndex = ActiveCharacters.IndexOf(ch) + 1;

        if (checkIndex >= ActiveCharacters.Count)
        {
            checkIndex = 0;
        }

        TurnCharacter lastChar = ch;

        // Get the next non-dead character with opposite player, pruning any dead ones.
        // Give up if we've cycled back to the character that just acted, or if a team is empty. Once CheckBothTeamsForActive() is called, the game will know to end.
        while (ActiveCharacters[checkIndex] != lastChar && TeamOneActiveChars.Count > 0 && TeamTwoActiveChars.Count > 0)
        {
            if (checkIndex < ActiveCharacters.Count)
            {
                if (ActiveCharacters[checkIndex].CurrentState != CharacterState.dead && ActiveCharacters[checkIndex].PlayerNumber != this.MovingPlayer && !ActiveCharacters[checkIndex].WentThisTurn)
                {
                    StartTurnByNumber(checkIndex);

                    break;
                }
                else if (ActiveCharacters[checkIndex].CurrentState == CharacterState.dead) // Kill character if their CurrentState is "dead"
                {
                    switch (ActiveCharacters[checkIndex].PlayerNumber)
                    {
                    case 1:
                        TeamOneActiveChars.Remove(ActiveCharacters[checkIndex]);
                        break;

                    case 2:
                        TeamTwoActiveChars.Remove(ActiveCharacters[checkIndex]);
                        break;
                    }

                    // TODO: Death animation, gravestone, etc?
                    ActiveCharacters[checkIndex].CharGO.SetActive(false);

                    ActiveCharacters.Remove(ActiveCharacters[checkIndex]);
                }
                else if (ActiveCharacters[checkIndex].CurrentState != CharacterState.dead && (ActiveCharacters[checkIndex].PlayerNumber == this.MovingPlayer || ActiveCharacters[checkIndex].WentThisTurn)) // Skip over the last-moving player's characters, and characters that went this turn
                {
                    checkIndex++;
                }
            }

            if (checkIndex >= ActiveCharacters.Count)
            {
                checkIndex = 0;
            }
        }
    }
    private void PruneDeadCharacters()
    {
        List <TurnCharacter> charsToRemove   = new List <TurnCharacter>();
        List <GameObject>    charsGOToRemove = new List <GameObject>();

        foreach (TurnCharacter dCh in ActiveCharacters)
        {
            if (dCh.CurrentState == CharacterState.dead)
            {
                switch (dCh.PlayerNumber)
                {
                case 1:
                    TeamOneActiveChars.Remove(dCh);
                    break;

                case 2:
                    TeamTwoActiveChars.Remove(dCh);
                    break;
                }

                // TODO: Death animation, gravestone, etc?
                dCh.CharGO.SetActive(false);

                charsToRemove.Add(dCh);
                charsGOToRemove.Add(dCh.CharGO);
            }
        }

        foreach (TurnCharacter rCh in charsToRemove)
        {
            ActiveCharacters.Remove(rCh);
            gridMgr.ActiveCharsGO.Remove(rCh.CharGO); // Really should move ActiveCharsGO to here probably
        }

        charsToRemove.Clear();
    }