protected Sprite[,] ability_ActorSprites;   //2D array, Ability X ActorSprite


        /// <summary>
        /// Sets up the ActorTextureHolder, creating all contained sprites.
        /// </summary>
        /// <param name="manager">Main game class's ContentManager, for loading in the data.</param>
        /// <returns>The ATH created to store the sprites.</returns>
        public static ActorTextureHolder makeHolder(GraphicsDevice graphics)
        {
            return ATholder = new ActorTextureHolder(graphics);
        }
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml");
     ActorHolder = ActorTextureHolder.makeHolder(GraphicsDevice);
     CombatHolder = CombatTextureHolder.makeHolder(GraphicsDevice);
     EnviroHolder = EnvironmentTextureHolder.makeHolder(GraphicsDevice);
     InterfaceHolder = InterfaceTextureHolder.makeHolder(Content, GraphicsDevice);
     currentLevelGrid = Level.loadLevelXML("Content\\XMLs\\level.xml").LevelGrid;
     GUIMan = GUIManager.MakeManager();
     changeState(GameState.Gameplay_Combat);
     //currentLevelGrid = thing.SimpleLevelGrid;
     IsMouseVisible = true;
     changeState(GameState.Gameplay_Combat);
     //HexagonWidth = hex.Width;
     // TODO: use this.Content to load your game content here
 }
        protected Sprite[,] ability_ActorSprites;   //2D array, Ability X ActorSprite


        /// <summary>
        /// Sets up the ActorTextureHolder, creating all contained sprites.
        /// </summary>
        /// <param name="manager">Main game class's ContentManager, for loading in the data.</param>
        /// <returns>The ATH created to store the sprites.</returns>
        public static ActorTextureHolder makeHolder(GraphicsDevice graphics)
        {
            return(ATholder = new ActorTextureHolder(graphics));
        }