void Update() { // place the initial drones if (initialPlacementIsDone == false) { // rollButton.interactable = false; // Debug.Log(" started if sttement "); if (Input.GetMouseButtonUp(0)) { initialPlacement.PlaceDrone(currentPlayer); } if (Input.GetKeyDown(KeyCode.Escape)) { try { Destroy(FindObjectOfType <StartupSettings>().gameObject); } catch (Exception e) { } SceneManager.LoadScene("MainMenu"); } } if (!pausExcecution) { if (FindObjectOfType <CalculateLegalWarpDestination>().thisIsAQuantumLeap&& isDoneRolling == false) { diceRoller.Number(); } //if (isDoneRolling == false) diceRoller.Number(); if (initialPlacementIsDone == true && isDoneRolling == false) // time to roll the dice { CountActivePlayers(); diceRoller.transform.GetChild(1).GetComponent <Image>().sprite = rollSprite; diceRoller.SetRollButtonColor(); rollButton.interactable = true; skipTurnButton.interactable = true; if (autoRollerIsEnabled && !isGameOver) { diceRoller.Number(); } } if (Input.GetKeyDown("enter")) { SkipTurn(); } if (initialPlacementIsDone == true && isDoneRolling == true && isDoneMoving == false) { rollButton.interactable = false; //Debug.Log(" Time to selct "); //Select all drones so we can turn them off. HideThrottles(); var allDrones = FindObjectsOfType <DroneLocation>(); foreach (var drone in allDrones) { if (drone.tag == currentPlayer.ToString()) { drone.gameObject.layer = 10; // refenses to, selctable layer } else { drone.gameObject.layer = 11; // refenses to nonselctable layer } } } if (initialPlacementIsDone == true && isDoneRolling == true && isDoneMoving == true && isGameOver == false) { var allDrones = FindObjectsOfType <DroneLocation>(); foreach (var drone in allDrones) { if (drone.tag == currentPlayer.ToString()) { drone.gameObject.layer = 11; // refenses to, nonselctable layer } } ThrottleBar[] allThrottleBars = userInterfaceCanvas.GetComponentsInChildren <ThrottleBar>(true); foreach (var throttleBar in allThrottleBars) { throttleBar.gameObject.SetActive(false); } clickListener.ClearCurrentlySelected(); clickListener.ClearLegalWarpDestinations(); rollButton.interactable = false; // disables button. is here for now FindObjectOfType <BoosterPickUpGenerator>().chanceToSpawnBooster++; FindObjectOfType <BoosterPickUpGenerator>().CheckChanceToSpawnBooster(); Debug.Log("chanceToSpawnBooster is now: " + FindObjectOfType <BoosterPickUpGenerator>().chanceToSpawnBooster); isDoneRolling = false; isDoneMoving = false; Debug.Log("next turn"); PassTurnToNextPlayer(); } } }