public override void OnEnter(GamePlayer player)
        {
            base.OnEnter(player);

            // Show the player texture to say it is a new turn
            float width = RenderManager.Instance.GraphicsDevice.Viewport.Width;
            float height = RenderManager.Instance.GraphicsDevice.Viewport.Height;

            float xPos = (width * 0.5f);
            float yPos = (height * 0.25f);

            float border = 15.0f;

            // Select first pawn in collection by default
            if (player.Pawns.Count > 0)
            {
                int pawnsLeft = (player.Pawns.Count - player.PawnsAtEnd);
                int index = 0;

                if (player.Control != Player.PlayerControl.AI)
                {
                    // If more then one game pawn being used ( TODO )
                    if (pawnsLeft > 1)
                    {
                        // Add game pawn selectors ( Minimum of one
                        String gamePawn1 = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.Pawn1);
                        UIManager.Instance.AddUIObject(gamePawn1, new Vector3(border, (height * 0.5f), 0.0f), UIManager.TextureAlignment.eCenterLeft);

                        if (player.Pawns.Count > 1)
                        {
                            String gamePawn2 = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.Pawn2);
                            UIManager.Instance.AddUIObject(gamePawn2, new Vector3((width - border), (height * 0.5f), 0.0f), UIManager.TextureAlignment.eCenterRight);
                        }
                    }

                    // Bring up roll dice image
                    String rollDice = player.GetUIInterfaceObjectName(GamePlayer.UIInterfaceObject.RollDice);
                    UIManager.Instance.AddUIObject(rollDice, new Vector3((width * 0.5f), height, 0.0f), UIManager.TextureAlignment.eCenterBottom);
                }

                // Get the index of the pawn last selected
                if (player.ActivePawn != null)
                {
                    if ((player.ActivePawn.CurrentSquare != null) && (player.ActivePawn.CurrentSquare.GetType() != typeof(EndSquare)))
                        index = player.Pawns.IndexOf(player.ActivePawn);
                    else
                    {
                        foreach (GamePawn pawn in player.Pawns)
                        {
                            // Find the next pawn that isn't at the end square
                            if (pawn.CurrentSquare != null)
                            {
                                if (pawn.CurrentSquare.GetType() != typeof(EndSquare))
                                    index = player.Pawns.IndexOf(pawn);
                            }
                        }
                    }
                }

                // Set pawn index
                player.SetActivePawn(index);
            }
            else
                player.SetActivePawn(-1);

            // Set camera focus
            PlayerManager.Instance.SetCameraFocus(player.Index);

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

            // Zoom camera out
            player.ZoomOut();

            // Set selected
            player.Selected = true;

            // Focus player indicator
            player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator);

            if ( player.PawnsAtEnd > 0 )
                player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator2);

            if (player.PawnsAtEnd > 1)
                player.FocusUIInterfaceObject(GamePlayer.UIInterfaceObject.PlayerIndicator3);

            // Check if the game players current square is the start square or not.
            // If it is, then show tutorial 1 if it hasn't already.
            if (player.ActivePawn != null)
            {
                TutorialManager tutorials = TutorialManager.Instance;

                if (!tutorials.HasTutorialBeenShown(TutorialStage.StartTutorial))
                    player.ZoomInHalfWay();   

             /*   if (player.ActivePawn.CurrentSquare != null)
                {
                    Type squareType = player.ActivePawn.CurrentSquare.GetType();

                    if (squareType == typeof(StartSquare)) 
                    {
                      
                    }
                }*/
            }
        }
        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);
        }