public void FieldWithGameObjectTest()
        {
            TurnSystem.InitializeData();

            GameMechanics.Move(CheckerManager.BrownCheckers[10].GameObj, new Vector3(2, 0, 4));
            Field field  = FieldManager.FieldUnderChecker(CheckerManager.BrownCheckers[10].GameObj);
            Field field2 = FieldManager.FieldWithGameObject(field.GameObject);

            CheckerManager.ResetCheckersPosition();
            FieldManager.ResetFieldStates();

            GameMechanics.ResetGame();

            Assert.AreEqual(FieldManager.BlackFieldsBoard[15], field2);
        }
        public static bool IsFieldFree(GameObject obj)
        {
            //Find field with selected GameObject
            Field field = FieldManager.FieldWithGameObject(obj);

            //Check field state (1 - field isnt occupied)
            if (field.State == 1)
            {
                return(true);
            }

            else
            {
                return(false);
            }
        }
        public static bool IsJumpPossible(GameObject gameObjChecker, GameObject gameObjField)
        {
            //Search checker and fields array for variable with same GameObject as given as argument
            Checker checker = CheckerManager.CheckerWithGameobject(gameObjChecker);
            Field   field   = FieldManager.FieldWithGameObject(gameObjField);

            //Check if field is free
            if (!IsFieldFree(field.GameObject))
            {
                return(false);
            }


            //Check if jumping distance is correct
            double distance = Vector3.Distance(checker.GameObj.transform.position, field.GameObject.transform.position);

            if (distance > 2.95f || distance < 2.8f)
            {
                return(false);
            }


            //Check if move isnt backwards && checker isnt a king
            if (!checker.IsKing)
            {
                if (checker.PlayerColor == "Brown" && (checker.GameObj.gameObject.transform.position.z - field.GameObject.transform.position.z) > 0)
                {
                    return(false);
                }

                if (checker.PlayerColor == "Blue" && (checker.GameObj.transform.position.z - field.GameObject.transform.position.z) < 0)
                {
                    return(false);
                }
            }

            //Check if enemy is between checker and field
            Vector3 enemyPos = checker.GameObj.transform.position;

            enemyPos.x = (checker.GameObj.transform.position.x + field.GameObject.transform.position.x) / 2;
            enemyPos.z = (checker.GameObj.transform.position.z + field.GameObject.transform.position.z) / 2;
            enemyPos.y = 0.3f;

            //Check if player wants to jump over enemy or over free field
            if (!IsAnyCheckerOnPosition(enemyPos))
            {
                return(false);
            }

            //If player wants to jump over another checker, check if that checker is an enemy
            else
            {
                if (CheckerManager.CheckerOnPosition(enemyPos).PlayerColor == "Blue" && checker.PlayerColor == "Blue")
                {
                    return(false);
                }

                if (CheckerManager.CheckerOnPosition(enemyPos).PlayerColor == "Brown" && checker.PlayerColor == "Brown")
                {
                    return(false);
                }
            }

            return(true);
        }