public override void Update(GameTime deltaTime, GamePlayer player) { if (player.PreDecisionRoll == 0) { if (player.Dice != null) { // If the dice has stopped rolling if (player.Dice.IsStationary()) { // Calculate the dice roll number and generate roll data // Get the dice roll and then take the square stats into account to determine the final // dice roll value player.PreDecisionRoll = player.Dice.FindResult(); // Get the square decision data player.GenerateDecisionData(); // Focus the camera back onto the player PlayerManager.Instance.SetCameraFocus(player.Index); // Zoom out player.ZoomOut(); // Move to the zoom camera state //player.CameraZoom = true; // Remove player ui objects ( for now all of them here ) //player.RemoveUIInterfaceObjects(); // Change to pre movement state player.ChangeState_PreMovement(); } // Show selected effect player.ActivePawn.ShowSelected(); } } // MAKE sure this is after changing state base.Update(deltaTime, player); }