void SetupSlipways()
    {
        int yOff     = -40;
        int interval = 1;

        foreach (SlipwayButtonUIManager g in Slipways)
        {
            Destroy(g.gameObject);
        }
        Slipways.Clear();

        foreach (Slipway c in Shipyard.Slipways)
        {
            GameObject             d = Instantiate(SlipwaysPrefab) as GameObject;
            SlipwayButtonUIManager e = d.GetComponent <SlipwayButtonUIManager> ();
            e.Manager = this;
            Slipways.Add(e);
            d.transform.SetParent(SlipwaysContentParent.transform);
            d.GetComponent <RectTransform> ().anchoredPosition3D = new Vector3(0f, interval * yOff, 0f);
            d.transform.localScale = new Vector3(1f, 1f, 1f);
            //	d.GetComponent<RectTransform> ().rotation = Camera.main.transform.rotation; // SlipwaysContentParent.GetComponent<RectTransform> ().rotation;
            e.AssignSlip(c, interval.ToString());
            interval++;
        }
    }
 public void SelectSlipway(SlipwayButtonUIManager s)
 {
     SelectedSlipway          = s;
     SelectedSlipwayText.text = string.Format("Selected Slipway: #{0}\n{1} Turns Remain", SelectedSlipway.Index, SelectedSlipway.Slip.TurnsToCompletion);
 }