public void setGameState(int state) { print("setGameState called: state is : " + state); gameState = state; hideAllUI(); if (state == startState) { introHud.SetActive(true); pressSpaceBarToStart.SetActive(true); print("intro hud should be active"); } else if (state == numPlayersState) { print("HowManyPlayers UI is real?"); howManyPlayers.SetActive(true); } //set numPlayers else if (state == playerNameState) { enterYourName.SetActive(true); } //create player. else if (state == playerQuadState) { tempName = playerNameField.text; selectQuadrant.SetActive(true); playersCreated++; } // increment playersCreated on transition. assign starting quad to player. Disable quads that have been selected. else if (state == readyState) { ready.SetActive(true); } else if (state == startGameAnimationState) { labScript.populateMaze(); HUD.SetActive(true); //updateHUD playerManager.setAvatarsActive(); print("going to init current player"); playerManager.initPlayerManager(); print("have inited current player"); } else if (state == playerRollDiceState) { //hud turned on //player name text updated //steps remaining = 0; //player standings turned on //player cards turned on //spacebar to roll text turned on HUD.SetActive(true); spacebarToRollText.SetActive(true); playerManager.updatePlayerNameText(); mainCam.setCameraFollowAvatar(true); } else if (state == playerChooseSpaceState) { //Update steps remaining on HUD //possible steps in range are highlighted on board. HUD.SetActive(true); spacebarToRollText.SetActive(false); } }