// returns true if there is no startingCircle set
    public bool CanBeActivated(GameObject circle)
    {
        if (whoseTurn != myPlayerID)
        {
            return(false);
        }

        if (startingCircle == null)
        {
            startingCircle       = circle;
            startingCircleScript = startingCircle.GetComponent <ActivateCircle>();
            return(true);
        }
        else if (CheckNeighbour(circle))
        {
            endingCircle       = circle;
            endingCircleScript = endingCircle.GetComponent <ActivateCircle>();
            endingCircleScript.Activate();  // activate neighbour circle
            biscuitWasMarked = false;

            float startingCircleY = startingCircle.transform.position.y;
            float startingCircleX = startingCircle.transform.position.x;

            float endingCircleY = endingCircle.transform.position.y;
            float endingCircleX = endingCircle.transform.position.x;


            try
            {
                //PlaceLine();
                PlayerMoveMade(startingCircleX, startingCircleY, endingCircleX, endingCircleY);
            }
            catch (System.ArgumentException)
            { }
            catch (KeyNotFoundException)
            { }

            DeactivateCircles();

            // set the circles to null
            startingCircle = null;
            endingCircle   = null;
            return(false);// returns false so that the onMouseDown method from ActivateCircle of ending circle wont activate it(not low coupling, sorry :'( )
        }
        else
        {
            return(false);
        }
    }
    // returns true if there is no startingCircle set
    public bool CanBeActivated(GameObject circle)
    {
        if (startingCircle == null)
        {
            startingCircle       = circle;
            startingCircleScript = startingCircle.GetComponent <ActivateCircle>();
            return(true);
        }
        else if (CheckNeighbour(circle))
        {
            endingCircle       = circle;
            endingCircleScript = endingCircle.GetComponent <ActivateCircle>();
            endingCircleScript.Activate();  // activate neighbour circle
            biscuitWasMarked = false;

            try
            {
                PlaceLine();
                if (!biscuitWasMarked)
                {
                    SwitchTurns();
                }
                CheckForWin();
            }
            catch (System.ArgumentException)
            {
            }
            catch (KeyNotFoundException)
            {
            }
            DeactivateCircles();

            // set the circles to null
            startingCircle = null;
            endingCircle   = null;
            return(false);// returns false so that the onMouseDown method from ActivateCircle of ending circle wont activate it(not low coupling, sorry :'( )
        }
        else
        {
            return(false);
        }
    }