public override void Update(GameTime deltaTime, GamePlayer player)
        {
            if (player.ActivePawn != null)
            {
                // Show idle animation if done
                if (player.ActivePawn.AnimationPlayer.Done)
                {
                    if (player.PawnsAtEnd == 0)
                        player.ShowFirstPawnAtEnd();
                    else if (player.PawnsAtEnd == 1)
                        player.ShowSecondPawnAtEnd();

                    // Increment number of pawns reached end for this player
                    player.PawnsAtEnd += 1;

                    if (player.PawnsAtEnd == player.Pawns.Count)
                    {
                        // Player has won the game so fire a player won event with this players index
                        // attached to it
                        PlayerWonEvent wonEvent = new PlayerWonEvent(player.Index);
                        wonEvent.Fire();
                    }
                    else
                    {
                        // Otherwise end turn
                        player.ChangeState_EndOfTurn();
                    }
                }
                else
                    player.ActivePawn.ShowTrail();
            }

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }
        public override void Update(GameTime deltaTime, GamePlayer player)
        {
            if (player.ActivePawn != null)
            {
                TutorialManager tutorials = TutorialManager.Instance;
                BoardSquare current = player.ActivePawn.CurrentSquare;

                // Show idle animation if done
                if (player.ActivePawn.AnimationPlayer != null)
                {
                    if (player.ActivePawn.AnimationPlayer.Done)
                        player.ActivePawn.ShowMovement();
                }

                // Set the next soldier spline position
                if (player.ActivePawn.Spline.IsEndReached(player.transform.Position))
                {
                    // Empty the spline
                    player.ActivePawn.Spline.ClearSpline();

                    // Check if this next square is a question square or not
                    if (current != null)
                    {
                        if (current.Name == "IntXSquare")
                        {
                            // Check for any tutorials that should be shown
                            if (!tutorials.HasTutorialBeenShown(TutorialStage.DeclareXTutorial))
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.DeclareXTutorial, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }
                        else if (current.Name == "MainSquare")
                        {
                            if (!tutorials.HasTutorialBeenShown(TutorialStage.EnterMain))
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.EnterMain, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }
                        else if (current.GetType() == typeof(IfSquare))
                        {
                            if (!tutorials.HasTutorialBeenShown(TutorialStage.IfSquare))
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.IfSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }
                        else if (current.GetType() == typeof(WhileSquare))
                        {
                            if (!tutorials.HasTutorialBeenShown(TutorialStage.WhileSquare))
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.WhileSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }
                        else if (current.GetType() == typeof(SwitchSquare))
                        {
                            if (!tutorials.HasTutorialBeenShown(TutorialStage.SwitchSquare))
                            {
                                // Show start tutorial
                                tutorials.ShowTutorial(TutorialStage.SwitchSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                            }
                        }

                        if (current.QuestionSquare)
                        {
                            // If it is the first question and they are passing it, 
                            // fire a first question passed event and show the first question
                            // tutorial.
                            if (current.FirstQuestionSquare && !current.FirstQuestionPassed)
                            {
                                FirstQuestionPassedEvent firstQuestionEvent = new FirstQuestionPassedEvent();
                                firstQuestionEvent.Fire();

                                // Question tutorial
                                if (!tutorials.HasTutorialBeenShown(TutorialStage.Questions))
                                {
                                    // Show start tutorial
                                    tutorials.ShowTutorial(TutorialStage.Questions, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
                                }
                            }
                        }
                    }

                    if (player.CurrentDiceRoll > 0)
                    {
                        // Decrease the dice roll
                        player.CurrentDiceRoll--;

                        if (player.CurrentDiceRoll != 0)
                        {
                            player.Data = new BoardSquare.DecisionData();

                            if ((current.GetType() == typeof(IfSquare) || (current.GetType() == typeof(WhileSquare))))
                                player.Data = current.Decision(player.PreDecisionRoll);

                            // If not default route, switch to the jump state briefly
                            if (player.Data.route != BoardSquare.Route.eDefault)
                                player.ChangeState_Jump();
                            else
                            {
                                player.MoveToNextSquare();
                            }
                        }
                        else
                        {
                            // Check if this square is a question 
                            // ( if so they have landed on it and have a chance to go a bit further )
                            if (current.QuestionSquare)
                            {
                                // Change to the question state
                                player.ChangeState_Question();
                            }
                            else
                            {
                                player.ChangeState_EndOfTurn();
                            }
                        }
                    }
                    else if (player.CurrentDiceRoll < 0)
                    {
                        // Decrease the dice roll
                        player.CurrentDiceRoll++;

                        if (player.CurrentDiceRoll != 0)
                        {
                            //player.Data = new BoardSquare.DecisionData();

                            //if ((player.ActivePawn.CurrentSquare.GetType() == typeof(IfSquare) || (player.ActivePawn.CurrentSquare.GetType() == typeof(WhileSquare))))
                                //player.Data = player.ActivePawn.CurrentSquare.Decision(player.CurrentDiceRoll);

                            // Then it is at the end of the set spline/
                            // ( for now run the next square code again )
                            player.MoveToPreviousSquare();
                        }
                        else
                        {
                            player.ChangeState_EndOfTurn();
                        }
                    }
                    else
                    {
                        if (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare))
                            player.ChangeState_EndOfTurn();
                        else
                            player.ChangeState_EndOfBoard();
                    }
                }

                // Show trail particles
                player.ActivePawn.ShowTrail();
            }

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }
        public override void Update(GameTime deltaTime, GamePlayer player)
        {
            if (player.ActivePawn != null)
            {
                if (player.CurrentDiceRoll == 0)
                {
                    BaseCamera camera = CameraManager.Instance.ActiveCamera;

                    if (!camera.Tween)
                    {
                        if (camera.GetType().IsSubclassOf(typeof(Camera3D)))
                        {
                            if (camera.GetType() == typeof(FixedThirdPersonCamera))
                            {
                                FixedThirdPersonCamera fixedCamera = (camera as FixedThirdPersonCamera);

                                float zoomDistance = fixedCamera.GetDistanceFromDesiredZoom();

                                if ((zoomDistance <= 50.0f) && (zoomDistance >= -50.0f))
                                {
                                    /* Begin the pawn moving */
                                    // Save the dice roll determined
                                    player.OriginalDiceRoll = player.CurrentDiceRoll = player.Data.diceRoll;

                                    // Display text in 3D
                                    Color textColor = Color.Yellow;
                                    String rollText = "";

                                    if (player.CurrentDiceRoll > 0)
                                    {
                                        rollText = "+";
                                        textColor = Color.ForestGreen;
                                    }
                                    else if (player.CurrentDiceRoll < 0)
                                    {
                                        rollText = "-";
                                        textColor = Color.OrangeRed;
                                    }

                                    rollText += player.CurrentDiceRoll.ToString();

                                    if (player.CurrentDiceRoll != 1)
                                        rollText += " Squares";
                                    else
                                        rollText += " Square";

                                    String colorText = "red";

                                    if (player.Color == GamePlayer.PlayerColor.Blue)
                                        colorText = "blue";

                                    // Add text to it
                                    colorText += "text";

                                    // Add text
                                    UIManager.Instance.AddText3DObject(colorText, rollText, (player.ActivePawn.transform.Position + new Vector3(0, +10, 0)), textColor, 1.5f);
                                    //UIManager.Instance.AddText3DObject(colorText + "outline", rollText, (player.ActivePawn.Position + new Vector3(-0.05f, +10, -0.05f)), Color.White, 2.05f); 

                                    // Generate a new camera modifier
                                    player.GenerateCameraModifier(true);

                                    if (player.CurrentDiceRoll != 0)
                                    {
                                        // Move to the next square assuming the dice roll returned grater than 0 ( should do )
                                        if (player.CurrentDiceRoll > 0)
                                        {
                                            // Check whether to go to the jump state first or not
                                            if (player.Data.route != BoardSquare.Route.eDefault)
                                                player.ChangeState_Jump();
                                            else
                                            {
                                                player.MoveToNextSquare();

                                                // Swap to movement state
                                                player.ChangeState_Movement();
                                            }
                                        }
                                        else
                                        {
                                            player.MoveToPreviousSquare();

                                            // Swap to movement state
                                            player.ChangeState_Movement();
                                        }
                                    }
                                    else
                                    {
                                        if (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare))
                                            player.ChangeState_EndOfTurn();
                                        else
                                            player.ChangeState_EndOfBoard();
                                    }
                                }
                            }
                        }
                    }
                    else
                        player.ActivePawn.ShowSelected();
                }
            }

            // MAKE sure this is after changing state
            base.Update(deltaTime, player);
        }