/// <summary>
    /// Set the choice of the local player
    /// </summary>
    /// <param name="type">Which round type they are selecting</param>
    public void SetMyChoice(RoundTypes type)
    {
        myChoice = type;
        switch (type)
        {
            case RoundTypes.Assess:
                MultiplayerController.Instance.SendAssessRequest();
                break;
            case RoundTypes.Escalate:
                MultiplayerController.Instance.SendEscalationRequest();
                break;
            case RoundTypes.Fight:
                MultiplayerController.Instance.SendFightRequest();
                break;
            case RoundTypes.RunAway:
                MultiplayerController.Instance.SendFleeRequest();
                break;
        }
        //Setting the choices of players dependant on who is keeping track

        Debug.Log("Check track?????????????????????????????????????????????????????");
        if (GameInfo.current.isKeepingTrack)
        {
            SetNames();
            Debug.Log("Keeping track");
            RoundInfo.current.userOneMiniGameChoice = type.ToString();
        }
        else
        {
            RoundInfo.current.userTwoMiniGameChoice = type.ToString();
            Debug.Log("Not Keeping track");
        }
        CheckChoices();
    }
 /// <summary>
 /// Called when the enemy's choice is received
 /// </summary>
 /// <param name="type"></param>
 public void SetEnemyChoice(RoundTypes type)
 {
     RoundInfo.current.PopulateFromGameInfo();
     enemyChoice = type;
     //Setting the choices of players dependant on who is keeping track
     if (GameInfo.current.isKeepingTrack)
     {
         SetNames();
         RoundInfo.current.userTwoMiniGameChoice = type.ToString();
     }
     else
     {
         RoundInfo.current.userOneMiniGameChoice = type.ToString();
     }
     CheckChoices();
 }
 /// <summary>
 /// Whenever the player makes their choice or the enemy's choice is received
 /// Check to see if both choices are made and then take action
 /// </summary>
 void CheckChoices()
 {
     if (enemyChoice != RoundTypes.none && myChoice != RoundTypes.none)
     {
         //If either player is trying to run away, inform the other player and set them as the winner
         if (myChoice == RoundTypes.RunAway || enemyChoice == RoundTypes.RunAway)
         {
             roundsPlayed++;
             ResultsUI.instance.runAwayPanel.SetActive(true);
             if (myChoice == RoundTypes.RunAway)
             {
                 ResultsUI.instance.runAwayPanelValue.text = "You have run away";
             }
             else
             {
                 ResultsUI.instance.runAwayPanelValue.text = "Your enemy has run away\n\nYou have won";
                 MiniGameTracker.instance.GiveXP(50);
             }
             GameInfo.current.SendToGameSparks();
         }
         //If both choices match then load the correct scene
         else if (enemyChoice == myChoice)
         {
             roundsPlayed++;
             RoundInfo.current.miniGameOutcome = myChoice.ToString();
             LoadMiniGame();
         }
         //If the enemy's choice has a higher value than the local players choice then the local player will need to select again
         else if (roundValues[enemyChoice] > roundValues[myChoice])
         {
             //Make user choose again
             Debug.Log("I Need to choose again");
             myChoice = RoundTypes.none;
             ResultsUI.instance.enemyChosePanel.SetActive(true);
             ResultsUI.instance.enemyChoseValue.text = enemyChoice.ToString();
         }
         //Likewise if the local players choice has a higher value than the enemy's choice, the enemy will need to choose again
         //They will have the same calculation on their device and will know so no information needs to be sent
         else if (roundValues[myChoice] > roundValues[enemyChoice])
         {
             //Make enemy choose again
             Debug.Log("Enemy needs to choose again");
             enemyChoice = RoundTypes.none;
         }
     }
 }