public void RollDiceAction() { //Calculate and copy the RNG dices List from the RoundController //return a list ot _pDice _pDice = _roundController.CreateRNGDiceList(_diceObjs.Count); _playerHUD.DisplayDiceUI(_pDice); for (int i = 0; i < _diceObjs.Count; i++) { //Rotate Dice _diceObjs[i].RotateToFace(_pDice[i]); } //Hide BTN _playerHUD._diceRollBtn.gameObject.SetActive(false); _playerHUD.ActivateActionsUI(); }