public void SetStatus(int sta)
    {
        switch (sta)
        {
        case 0:
            message.text = "Choose your action";

            center.transform.position         = new Vector3(0, 10, 0);
            center.transform.localEulerAngles = new Vector3(0, 0, 0);
            if (current_player == 0)
            {
                camera.transform.localPosition    = new Vector3(-10f, 10f, -10f);
                camera.transform.localEulerAngles = new Vector3(45, 45, 0);
            }
            else
            {
                camera.transform.localPosition    = new Vector3(10f, 10f, 10f);
                camera.transform.localEulerAngles = new Vector3(45, 225, 0);
            }
            cue.gameObject.SetActive(false);
            shootSprite.SetActive(false);
            powerLine.transform.localPosition = new Vector3(300, -130, 0);

            button1.SetActive(true);
            button3.SetActive(true);
            button4.SetActive(false);
            if (shooterSelected != null)
            {
                button2.SetActive(true);
            }
            else
            {
                button2.SetActive(false);
            }

            if (Mode.AImode && current_player == 0)
            {
                button1.SetActive(false);
                button2.SetActive(false);
                button3.SetActive(false);
                button4.SetActive(false);
                ai.Hit();
            }
            status = 0;


            break;

        case 1:
            message.text = "Place your shooter";
            center.transform.position         = new Vector3(0, 10, 0);
            center.transform.localEulerAngles = new Vector3(0, 0, 0);
            camera.transform.localPosition    = new Vector3(0f, 20f, 0f);
            if (current_player == 0)
            {
                camera.transform.localEulerAngles = new Vector3(90, 0, 0);
            }
            else
            {
                camera.transform.localEulerAngles = new Vector3(90, 180, 0);
            }

            if (Mode.AImode && current_player == 0)
            {
                button1.SetActive(false);
                button2.SetActive(false);
                button3.SetActive(false);
                button4.SetActive(false);
                shootSprite.SetActive(false);
            }
            else
            {
                shootSprite.SetActive(true);
            }

            cue.gameObject.SetActive(false);


            status = 1;
            break;

        case 2:
            message.text = "Mouse mouse to set cue angle, hold left click to set power";
            center.transform.position         = new Vector3(0, 10, 0);
            center.transform.localEulerAngles = new Vector3(0, 0, 0);
            if (current_player == 0)
            {
                camera.transform.localPosition    = new Vector3(0, 5f, -12f);
                camera.transform.localEulerAngles = new Vector3(30, 0, 0);
            }
            else
            {
                camera.transform.localPosition    = new Vector3(0, 5f, 12f);
                camera.transform.localEulerAngles = new Vector3(30, 180, 0);
            }

            shooterBackup = shooterSelected.transform.position;
            thisHitIn     = false;

            cue.gameObject.SetActive(true);
            cue.Init(shooterSelected.transform.position);
            status = 2;
            break;

        case 3:
            message.text = "Mouse mouse to set cue angle, hold left click to set power";
            button1.SetActive(false);
            button2.SetActive(false);
            button3.SetActive(false);
            status = 3;

            break;

        case 4:
            message.text = "";
            shooter.GetComponent <Shooter>().firstTouch = null;
            foreach (Transform child in redChess.transform)
            {
                Chess c = child.gameObject.GetComponent <Chess>();
                c.backup = child.position;
            }
            foreach (Transform child in blackChess.transform)
            {
                Chess c = child.gameObject.GetComponent <Chess>();
                c.backup = child.position;
            }
            button1.SetActive(false);
            button2.SetActive(false);
            button3.SetActive(false);
            status = 4;

            break;

        case 5:
            message.text = "Select chess you want to discard and click OK";
            center.transform.position         = new Vector3(0, 10, 0);
            center.transform.localEulerAngles = new Vector3(0, 0, 0);
            camera.transform.localPosition    = new Vector3(0f, 20f, 0f);
            if (current_player == 0)
            {
                camera.transform.localEulerAngles = new Vector3(90, 0, 0);
            }
            else
            {
                camera.transform.localEulerAngles = new Vector3(90, 180, 0);
            }
            button4.SetActive(true);
            shootSprite.SetActive(true);
            status = 5;
            break;

        case 6:
            message.text = "Game ends";
            button1.SetActive(false);
            button2.SetActive(false);
            button3.SetActive(false);
            button4.SetActive(false);
            if (Mode.AImode)
            {
                if (redChess.transform.childCount == 0)
                {
                    endGameMessage.text = "You Lose";
                }
                else
                {
                    endGameMessage.text = "You Win";
                }
            }
            else
            {
                if (redChess.transform.childCount == 0)
                {
                    endGameMessage.text = "Player1 Win";
                }
                else
                {
                    endGameMessage.text = "Player2 Win";
                }
            }
            status = 6;
            button5.SetActive(true);
            break;
        }
    }