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

            if (player.Selected)
            {
                // Zoom camera out
                player.ZoomOut();
            }

            m_WaitRollTime = 0.0f;

            if (player.Control == Player.PlayerControl.AI)
            {
                // Selected play code only
                if (player.Selected)
                {
                    if ((player.Pawns.Count - player.PawnsAtEnd) > 1)
                    {
                        int randomNum = RandomHelper.m_RandomGenerator.Next(0, 101);

                        if (randomNum <= 20)
                            player.FocusNextPawn();
                    }
                }

                m_WaitRollTime = m_WaitRollTimeReset;
            }
        }
        public override void OnEnter(GamePlayer player)
        {
            base.OnEnter(player);

            // Zoom camera out
            player.ZoomOut();

            // Not celebrated yet
            player.ActivePawn.ShowReachedEnd();
        }
        public override void Update(GameTime deltaTime, GamePlayer player)
        {
            if (player.PreDecisionRoll == 0)
            {
                if (player.Dice != null)
                {
                    // If the dice has stopped rolling
                    if (player.Dice.IsStationary())
                    {
                        // Calculate the dice roll number and generate roll data
                        // Get the dice roll and then take the square stats into account to determine the final 
                        // dice roll value
                        player.PreDecisionRoll = player.Dice.FindResult();

                        // Get the square decision data
                        player.GenerateDecisionData();

                        // Focus the camera back onto the player
                        PlayerManager.Instance.SetCameraFocus(player.Index);

                        // Zoom out
                        player.ZoomOut();

                        // Move to the zoom camera state
                        //player.CameraZoom = true;

                        // Remove player ui objects ( for now all of them here )
                        //player.RemoveUIInterfaceObjects();

                        // Change to pre movement state
                        player.ChangeState_PreMovement();
                    }

                    // Show selected effect
                    player.ActivePawn.ShowSelected();
                }
            }

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