//Show unit info when cursor is over (bottom right panel)
        public void ShowUnitInfo(int unitId)
        {
            UnitDatabase currentUnit = units[unitId];

            descriptionInfo.SetActive(true);

            descriptionUnitName.text = currentUnit.unitName;

            goldCost.text = currentUnit.goldCost.ToString();
            woodCost.text = currentUnit.woodCost.ToString();
            foodCost.text = currentUnit.foodCost.ToString();

            descriptionText.text = currentUnit.description;
        }
        //Abort unit creation (bottom left panel)
        public void AbortDeploy(int queueId, int player)
        {
            UnitDatabase unitData = units[players[player].queueUnits[queueId].id];

            players[player].gold += unitData.goldCost;
            players[player].wood += unitData.woodCost;
            players[player].food += unitData.foodCost;

            UpdateResources(player);

            players[player].queueUnits.RemoveAt(queueId);
            abortDeploy[player] = false;

            UpdateQueuePanel(player);
            UpdateDeployableFrames(player);
        }
        public UnitInstance(int newGuid, int newOwner, GameObject newUnitObject, NavMeshAgent newAgent, Animator newAnim, UnitDatabase newUnit)
        {
            guid       = newGuid;
            owner      = newOwner;
            unitObject = newUnitObject;
            navAgent   = newAgent;
            anim       = newAnim;

            id          = newUnit.id;
            unitName    = newUnit.unitName;
            currentHP   = newUnit.maxHP;
            maxHP       = newUnit.maxHP;
            attack      = newUnit.attack;
            defense     = newUnit.defense;
            canAttack   = newUnit.canAttack;
            attackRange = newUnit.attackRange;
            target      = -1;
        }