public void RollDiceAction()
    {
        //Calculate and copy the RNG dices List from the RoundController
        //return a list ot _pDice
        _pDice = _roundController.CreateRNGDiceList(_diceObjs.Count);

        _playerHUD.DisplayDiceUI(_pDice);

        for (int i = 0; i < _diceObjs.Count; i++)
        {
            //Rotate Dice
            _diceObjs[i].RotateToFace(_pDice[i]);
        }

        //Hide BTN
        _playerHUD._diceRollBtn.gameObject.SetActive(false);
        _playerHUD.ActivateActionsUI();
    }