// Update is called once per frame void Update() { if (m_active) { if (m_playerState == PlayerState.RollDice) { //Debug.Log("Roll Dice"); m_userInterfaceManager.ShowRollDiceButton(); m_playerState = PlayerState.WaitingForDiceValue; } else if (m_playerState == PlayerState.SelectTile && m_diceRollValue > 0) { //Debug.Log("Select tile"); m_userInterfaceManager.HideRollDiceButton(); m_playerMovement.Steps = m_diceRollValue; m_playerState = PlayerState.Move; m_diceRollValue = 0; } else if (m_playerState == PlayerState.Move) { //Debug.Log("Move"); m_playerMovement.CanMove = true; m_playerState = PlayerState.Moveing; } else if (m_playerState == PlayerState.TurnTile) { //Debug.Log("TurnTile"); m_playerState = PlayerState.WaitingForBuyTransaction; } else if (m_playerState == PlayerState.WaitingForBuyTransaction) { //Debug.Log("Buy transaction"); } else if (m_playerState == PlayerState.Done) { //Debug.Log("Done"); m_playerState = PlayerState.NotActive; m_userInterfaceManager.HideBuyButton(); m_userInterfaceManager.HideRollDiceButton(); OnPlayerDone(); } } }