// Use this for initialization
    void Start()
    {
        hexController    = GameObject.FindGameObjectWithTag("GameController").GetComponent <HexController>();
        boardManager     = GameObject.FindGameObjectWithTag("GameController").GetComponent <BoardManager>();
        phaseManager     = GameObject.FindGameObjectWithTag("GameController").GetComponent <PhaseManager>();
        specificBehavior = this.transform.GetComponent <SpecificBehavior>();
        currentHex       = hexController.GetNearestHex(this.transform.position);

        //If already on the board, snap to nearest hex. Only use this during development
        //if (specificBehavior.active == BoardManager.Active.Board)

        SnapToNearest();
        this.transform.GetComponent <Rigidbody>().isKinematic = false;
    }
    //Snap to the nearest eligible hex or the starting hex, whichever is closest
    void SnapToNearestEligible(List <HexCoord> eligibleList)
    {
        //Debug.Log(eligibleList.Count);
        //Brute force method to get nearest eligible hex
        float           smallestDist    = Mathf.Infinity;
        HexCoord        closestHex      = startHex; //Default to the starting hex
        List <HexCoord> eligibleListMod = new List <HexCoord>(eligibleList);

        eligibleListMod.Add(startHex);      //Include the starting hex

        foreach (HexCoord hex in eligibleListMod)
        {
            float dist = Vector2.SqrMagnitude(hex.Position() - (Vector2)this.transform.position);

            if (dist < smallestDist)
            {
                smallestDist = dist;
                closestHex   = hex;
            }
        }

        Vector2 snapPos = closestHex.Position();

        this.transform.position = snapPos;                      //Snap to x,y position first
        //this.transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f));    //Snap to default rotation

        //For beetles the eligible hex might be occupied. In that case, fix the z distance and don't allow gravity
        if (specificBehavior.type == BoardManager.UnitType.Beetle && boardManager.occupiedList.Contains(closestHex) && closestHex != startHex)
        {
            Vector3 temp       = this.transform.position;
            int     numBeetles = boardManager.beetleDict[closestHex];
            temp.z = 0.2f + 0.4f * (numBeetles + 1);          //Position will scale up if there are multiple beetles
            this.transform.position = temp;
            this.transform.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
        }
        else
        {
            this.transform.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionY;
        }

        currentHex = hexController.GetNearestHex(this.transform.position);
    }
    // Use this for initialization
    void Start()
    {
        hexController = GameObject.FindGameObjectWithTag("GameController").GetComponent<HexController>();
        boardManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<BoardManager>();
        phaseManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<PhaseManager>();
        specificBehavior = this.transform.GetComponent<SpecificBehavior>();
        currentHex = hexController.GetNearestHex(this.transform.position);

        //If already on the board, snap to nearest hex. Only use this during development
        //if (specificBehavior.active == BoardManager.Active.Board)

        SnapToNearest();
        this.transform.GetComponent<Rigidbody>().isKinematic = false;
    }
 void GetCurrent()
 {
     currentHex = hexController.GetNearestHex((Vector2)this.transform.position);
     //Debug.Log("CurrentHex: " + currentHex);
 }