void EnableInput(INPUTLAYER a_inputLayer)
 {
     switch (a_inputLayer)
     {
         case INPUTLAYER.MENU_MAIN:
             {
                 m_mainMenuState.EnableInput(true);
                 m_pauseMenuState.EnableInput(false);
                 m_inGameState.EnableInput(false);
                 m_tacticScreenState.EnableInput(false);
                 m_campaignScreenState.EnableInput(false);
                 break;
             }
         case INPUTLAYER.MENU_PAUSE:
             {
                 m_mainMenuState.EnableInput(false);
                 m_pauseMenuState.EnableInput(true);
                 m_inGameState.EnableInput(false);
                 m_tacticScreenState.EnableInput(false);
                 m_campaignScreenState.EnableInput(false);
                 break;
             }
         case INPUTLAYER.GAME_SIMULATION:
             {
                 m_mainMenuState.EnableInput(false);
                 m_pauseMenuState.EnableInput(false);
                 m_inGameState.EnableInput(true);
                 m_tacticScreenState.EnableInput(false);
                 m_campaignScreenState.EnableInput(false);
                 break;
             }
         case INPUTLAYER.GAME_TACTICSCREEN:
             {
                 m_mainMenuState.EnableInput(false);
                 m_pauseMenuState.EnableInput(false);
                 m_inGameState.EnableInput(false);
                 m_tacticScreenState.EnableInput(true);
                 m_campaignScreenState.EnableInput(false);
                 break;
             }
         case INPUTLAYER.GAME_CAMPAIGNSCREEN:
             {
                 m_mainMenuState.EnableInput(false);
                 m_pauseMenuState.EnableInput(false);
                 m_inGameState.EnableInput(false);
                 m_tacticScreenState.EnableInput(false);
                 m_campaignScreenState.EnableInput(true);
                 break;
             }
     }
 }
 // Use this for initialization
 void Start()
 {
     m_currentState = STATE.GAME_SIMULATION;
     m_currentInputLayer = INPUTLAYER.GAME_SIMULATION;
 }