// roll button event
    public void OnRollButtonClick()
    {
        switch (stage)                      // check stage of round
        {
        case 0:                             // dices has not been rolled yet > reroll selected dices
            stage       = 1;                // set stage phase to 1
            enemyRolled = false;            // enemy did not rolled yet
            enemyDices.RollSet();           // roll enemy dices
            playerDices.RollSet();          // roll player dices
            rollButtonText.text = "REROLL"; // change roll text to reroll on roll button
            break;

        case 1:                                                // all dices were rolled once > lock roll button
            if (!enemyRolled)                                  // if enemy did not rolled yet
            {
                enemyDices.AIreroll(playerDices.GetOutcome()); // reroll enemy dices
                enemyRolled = true;                            // enemy rolled
            }

            stage = 2;                      // set stage phase to 2
            playerDices.RerollSet();        // reroll player dices (selected only)
            rollButtonText.text = "DECIDE"; // change roll button text to decide
            break;

        default:
            break;
        }
    }