public TurnList(Token theToken)
    {
        int period = GameControllerScript.ENDTIME / theToken.getAct();
        int nextTime = period;
        for (int loopTime = GameControllerScript.time; nextTime <= GameControllerScript.ENDTIME;) //Note: This doesn't check for bottom bound. We'd need to retweak it later.
        {
            Turn tempTurn = new Turn(theToken, nextTime);
            this.AddTurn(tempTurn);
            nextTime += period;
        }

        //Initializing the listener.
        Token.MakeNewTurns += AddTurnsOfToken; //Each TurnList that gets made will listen out for the thingy.
        //Though this is supposed to be a Singleton. Should add preventative measures to prevent making more than one.
    }
    public void AddTurnsOfToken(Token theToken)
    {
        /* DELETE THIS BIG BLOCK COMMENT
        this.AddTurn(nickname = theToken.getName());
        //This version of a term gives an incorrect turn, but will work for now.
        float period = GameControllerScript.ENDTIME / myToken.getAct(); //How long it takes for this to get one action. 1000/1= 1000. Which would get it exactly one turn at the end of the day.
        //1000/10 = 100. Fill the time bar with this and they would get 10 turns.

        time = (int)period; //In this case, we're just assuming the earliest possible turn the ACT can give is the only one we're going to make use of.
        END OF DELETEME*/

        int period = GameControllerScript.ENDTIME / theToken.getAct();
        int nextTime = period;
        for (int loopTime = GameControllerScript.time; nextTime <= GameControllerScript.ENDTIME;) //Note: This doesn't check for bottom bound. We'd need to retweak it later.
        {
            Turn tempTurn = new Turn(theToken, nextTime);
            this.AddTurn(tempTurn);
            nextTime += period;
        }
    }