public void buyTile(bool buy)
    {
        setPlayerInfo info       = GetComponent <setPlayerInfo> ();
        realEstate    realestate = _propBuys.GetComponent <realEstate> ();

        if (buy == true)
        {
            //can player afford it
            if (_playerBuys.player.money >= realestate.tile.price)
            {
                realestate.setOwner(_playerBuys);
                realestate.tile.owner     = _playerBuys.gameObject;
                _playerBuys.player.money -= realestate.tile.price;
                _playerBuys.player.addProperty(_propBuys);
                buyButton.SetActive(false);
            }
            else
            {
                buyButton.SetActive(false);
            }
        }
        else
        {
            buyButton.SetActive(false);
        }
//		turnButton.SetActive (true);
        info.setInfo(_playerBuys);
    }
    //this determines whether the player lands on a property or game mech tile.
    //It plays after the dice is rolled, and triggers the end turn button
    private void turnAction(GameObject thisTile, movePlayer thisPlayer)
    {
        setPlayerInfo info = GetComponent <setPlayerInfo> ();

        info.setInfo(thisPlayer);
        //is it a property tile or a game mechanic tile?
        if (thisTile.GetComponent <realEstate>() != null)
        {
            realEstate property = thisTile.GetComponent <realEstate> ();
            Debug.Log("real estate tile");

            //is it owned by a player?
            if (property.tile.owner != null)
            {
                Debug.Log("Someone Owns it");
                //is it owned by the player?
                if (thisPlayer.gameObject == property.tile.owner)
                {
                    Debug.Log("You Owns it");
                }
                else
                {
                    //the player chooses to pay rent or no
                    Debug.Log(thisPlayer.gameObject.name + " Owns it");
                    rentButton.SetActive(true);
                    _playerBuys = thisPlayer;
                    _propBuys   = thisTile;
                    info.rentInfo(thisTile, thisPlayer);
                }
                info.setInfo(thisPlayer);
//				turnButton.SetActive (true);
            }
            else
            {
                //the player can buy the tile
                //set info for this specific tile
                buyButtonInfo.GetComponent <Text>().text = "Would you like to buy " + thisTile.name + "?\nPrice: " + property.tile.price + "\nRent: " + property.tile.rent;
                buyButton.SetActive(true);
                _playerBuys = thisPlayer;
                _propBuys   = thisTile;
            }
        }
        else if (thisTile.GetComponent <goTile>() != null)
        {
            Debug.Log("game mechanic tile");
            info.setInfo(thisPlayer);
        }
        endTurnButton.SetActive(true);
    }
    public void payRent(bool rent)
    {
        setPlayerInfo info       = GetComponent <setPlayerInfo> ();
        realEstate    realestate = _propBuys.GetComponent <realEstate> ();
        movePlayer    owner      = realestate.tile.owner.GetComponent <movePlayer> ();

        if (rent == true)
        {
            int rentNumber = GetComponent <determineRent>().rentCalc(realestate);
            _playerBuys.player.money -= realestate.tile.rent;
            owner.player.money       += realestate.tile.rent;
            rentButton.SetActive(false);
            info.setInfo(_playerBuys);
        }
        else
        {
            rentButton.SetActive(false);
        }
    }
    //The Turn function is first triggered after the players are create in addPlayers.cs, and subsequently is
    //activated by the endTurn function.
    public void Turn()
    {
        setPlayerInfo info = GetComponent <setPlayerInfo> ();

        if (playerNumber == 0)
        {
            playerNumber = playerList.Count;
        }
        //determine the current player
        GameObject currentPlayer = playerList[currentTurn];

        camera.GetComponent <moveCamera> ().move(currentPlayer);
        _playerBuys = currentPlayer.GetComponent <movePlayer> ();
        if (currentTurn == playerNumber - 1)
        {
            currentTurn = 0;
        }
        else
        {
            currentTurn++;
        }
        turnButton.SetActive(true);
        info.setInfo(_playerBuys);
    }