void ConfirmSkill()
        {
            if (battle._confirm)
            {
                Skill skill = ui._skillPanel._currentSkill;

                if (combatant.CanUseSkill(skill))
                {
                    turn._command = skill.GetCommand(combatant);

                    if (skill is AttackSkill)
                    {
                        AttackSkill(skill);
                    }
                    else if (skill is BuffSkill)
                    {
                        BuffSkill(skill);
                    }
                    else if (skill is HealSkill)
                    {
                        HealSkill(skill);
                    }
                }
            }
        }
        void PopulateActions()
        {
            for (int i = 0; i < attackWeight; i++)
            {
                possibleActions.Add(AIAction.Attack);
            }

            for (int i = 0; i < combatant._currentSkillset.Length; i++)
            {
                if (combatant.CanUseSkill(combatant._currentSkillset[i]))
                {
                    for (int j = 0; j < skillWeight; j++)
                    {
                        possibleActions.Add(skillActions[i]);
                    }
                }
            }
        }