//move command has a stored list of the game tiles, is sent which tile the player is moving to
    public void move(int destination)
    {
        //if this is the first time being moved, get the list of game tiles from statemachine
        if (tiles == null)
        {
            m_Agent      = GetComponent <NavMeshAgent> ();
            stateMachine = GameObject.Find("gameRun");
            gameTiles    = stateMachine.GetComponent <organizeGameSpaces>();
            tiles        = new List <GameObject> ();
//			Debug.Log ("loading tileset");
            tiles = gameTiles.spaces;
//			Debug.Log (tiles);
        }
//		Debug.Log (tiles[destination].transform.position);
        m_Agent.destination = tiles[destination].transform.position + new Vector3(0, 0.5f, 0);
    }
    // Use this for initialization
    void Start()
    {
        playerList = new List <GameObject> ();

        //create instance of the player dictionary, from other scripts
        addplayers = GetComponent <addPlayers>();
        playerDict = new Dictionary <string, GameObject> ();

        //grab players from dicitonary and put name strings into list

        tiles   = GetComponent <organizeGameSpaces>();
        tileSet = new List <GameObject> ();
        tileSet = tiles.spaces;

        currentTurn  = 0;
        currentRound = 0;
    }
    public void upgradePanel()
    {
        Debug.Log(ownedColors.Count);
        organizeGameSpaces tiles = GetComponent <organizeGameSpaces> ();
//		Dictionary<Color,int> colorDict = tiles.colorList;
        List <GameObject> tileList = tiles.spaces;

        buyUpgradePanel.SetActive(true);
//		Dropdown field = buyUpgradePanel.transform.FindChild("selectProperty").GetComponent<Dropdown>();
        List <string>     options        = new List <string>();
        List <GameObject> propertySpaces = new List <GameObject> ();
        int i = 0;

        field.ClearOptions();
        foreach (GameObject property in tileList)
        {
            realEstate real = property.GetComponent <realEstate> ();
            if (real != null)
            {
                if (ownedColors.Contains(real.tile.category))
                {
                    //now we need to fill a list with the properties available to buy houses for
                    if (real.tile.houses > i)
                    {
                        propertySpaces.Clear();
                        propertySpaces.Add(property);
                    }
                    else if (real.tile.houses == i)
                    {
                        propertySpaces.Add(property);
                    }
//					options.Add(property.name);
//					propertySpaces.Add (property);
                    Debug.Log("name: " + property.name);
                    //TO DO: figure out the effin drop down add values??? Maybe switch it for series of button, gawd
                }
            }
        }
        field.AddOptions(options);
        buyHouses(propertySpaces[Random.Range(0, propertySpaces.Count)]);
//		field.AddOptions (new List<Dropdown.OptionData>());
//		field.RefreshShownValue ();
        destroyButtons();
    }