public void SelectPiece(int pieceId)
    {
        //once the piece is selected
        //get the available moves

        if ((selectedPiece != null) && (selectedPiece == GetPiece(pieceId)))
        {
            selectedPiece.GetComponent <ChessPieceIAction>().SetSelected(false);
            selectedPiece = null;
            ChessRules.ClearGlow();
        }
        else if ((selectedPiece != null) && (selectedPiece != GetPiece(pieceId)))
        {
            // do nothing
        }
        else if (selectedPiece == null)
        {
            selectedPiece = GetPiece(pieceId);
            if (selectedPiece != null)
            {
                selectedPiece.GetComponent <ChessPieceIAction>().SetSelected(true);
            }
            getAvailableMove(selectedPiece);
        }
    }
    public void MovePiece(int tileId)
    {
        // Break if no tile is selected
        if (selectedPiece != null)
        {
            // Get tile based on given id
            GameObject tile   = GetTile(tileId);
            GameObject parent = selectedPiece.GetComponent <PieceProperties>().parentTile;

            // Capture piece that is on the tile we're moving to
            GameObject pieceToRemove = null;
            foreach (GameObject p in pieces)
            {
                // Remove game object
                if (tile == p.GetComponent <PieceProperties>().parentTile)
                {
                    pieceToRemove = p;
                }
            }

            if (pieceToRemove != null)
            {
                pieces.Remove(pieceToRemove);
                Destroy(pieceToRemove);
            }

            // TODO: May want to keep track of pieces removed

            // Move piece
            parent.GetComponent <TileProperties>().childPiece = null;

            selectedPiece.GetComponent <PieceProperties>().parentTile = tile;
            selectedPiece.GetComponent <PieceProperties>().row        = tile.GetComponent <TileProperties>().row;
            selectedPiece.GetComponent <PieceProperties>().column     = tile.GetComponent <TileProperties>().column;
            selectedPiece.GetComponent <ChessPieceIAction>().SetSelected(false);

            tile.GetComponent <TileProperties>().childPiece = selectedPiece;

            selectedPiece = null;

            ChessRules.ClearGlow();
            tile.GetComponent <TileProperties>().isEmpty   = false;
            parent.GetComponent <TileProperties>().isEmpty = true;
        }

        currentTurn = (currentTurn + 1) % 2;
    }
 public void getAvailableMove(GameObject piece)
 {
     //highlights the available moves
     //ChessRules.availableMoves(piece);
     ChessRules.GetAvailableMoves(piece);
 }