public void createAllLetters()
    {
        Vector3 startPos = originalCard.transform.position; // position of the first card, all cards will be offset from here

        int index = 0;
        for (int i = 0; i < letters.Length; i++)
        {

            if (i == 0)
            {
                letter = originalCard;
            }
            else
            {
                letter = Instantiate(originalCard) as initialSounds_settingsMouse;

               // letter = AddCom
            }

            //setLetter from the settingsMouse class, using the sprites provides and creating an id based on the i-iteration
            letter.setLetter(letters[index], i, letters[index].name);
            // allChoices[i] = letter; // add all of the letters into a list
            //print("My Curr Choices: " + theseLetters[i]);
            allLetterChoices.Add(letter);
            float posX = startPos.x + (i % gridCols) * offsetX;
            float posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card

            // Center the remaining 4 letters positioning
            if (letters.Length - i < 5)
            {
                posX = startPos.x + (i % gridCols) * offsetX + 4;
                posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            }

            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card

            //letterAppearance(letter, letters); // call the letterAppearance helper method to change how the letter is displayed if a user has already chosen it
            index++;

        }

        letterAppearance(allLetterChoices);
    }
 public void lettersChosen(initialSounds_settingsMouse letter)
 {
     if (!userChoices.Contains(letter.getId()))
     {
         userChoices.Add(letter.getId());
         isEmpty = false;
         alreadyChosen = false;
     }
     else if (userChoices.Contains(letter.getId()))
     {
         alreadyChosen = true;
         PlayerPrefs.DeleteKey(playerPrefName + letter.getId());
         //Debug.Log("Deleted this key: " + playerPrefName + letter.getId());
         userChoices.Remove(letter.getId());
         //Debug.Log("Testing if we have this " + userChoices.Contains(letter.getId()));
         PlayerPrefs.Save();
     }
     else if (userChoices.Count == 0)
     {
         isEmpty = true; // this variable will be passed into the playbutton screen, if it is set to true, do not allow the user to continue to the game screen
     }
 }
    public void createVowels()
    {
        Vector3 startPos = new Vector3(-2.5f, originalCard.transform.position.y, originalCard.transform.position.z); // position of the first card, all cards will be offset from here

        int index = 0;
        for (int i = 0; i < vowelLetters.Length; i++)
        {

            if (i == 0)
            {
                letter = originalCard;
            }
            else
            {
                letter = Instantiate(originalCard) as initialSounds_settingsMouse;
            }

            //setLetter from the settingsMouse class, using the sprites provides and creating an id based on the i-iteration
            letter.setLetter(vowelLetters[index], i, vowelLetters[index].name);
            allLetterChoices.Add(letter);
                                    //print("My Curr Choices: " + theseLetters[i]);

            float posX = startPos.x + (i % gridCols) * offsetX;
            float posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card

            // Center the remaining 4 letters positioning
            if (letters.Length - i < 5)
            {
                posX = startPos.x + (i % gridCols) * offsetX + 4;
                posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            }

            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card
            index++;
        }
        letterAppearance(allLetterChoices);
    }