/*
     * void FillRandomTile()
     * {
     *  Debug.Log("fill random tile");
     *  ResetWaitTime();
     *
     *  //fill a random tile with its correct letter
     *  TileLogic[] tiles = gameLogic.GetTiles();
     *  string[] userGrid = gameLogic.GetUserGrid();
     *
     *  Dictionary<int, string> emptyTiles = new Dictionary<int, string>();
     *
     *  int startIndex = Random.Range(0, tiles.Length - 1);
     *  for(int i = 0; i < tiles.Length; i++)
     *  {
     *      int index = (startIndex + i) % tiles.Length;
     *      TileLogic t = tiles[index];
     *      if (t == null)
     *          continue;
     *
     *      if (t.tileLetter != userGrid[index])
     *      {
     *          emptyTiles.Add(index, t.tileLetter);
     *          //gameLogic.SetRandomTile(t.tileLetter, index);
     *          //break;
     *      }
     *  }
     *
     *  List<int> keys = new List<int>(emptyTiles.Keys);
     *
     *  if(keys.Count > 0)
     *  {
     *
     *      int r = Random.Range(0, keys.Count);
     *      int ind = keys[r];
     *      gameLogic.SetRandomTile(emptyTiles[ind], ind);
     *  }
     *
     * }*/

    void FillRandomTileNew()
    {
        ResetWaitTime();
        string[] userGrid = gameLogic.GetUserGrid();

        for (int i = 0; i < tileFillOrder.Length; i++)
        {
            TileLogic tl = tileFillOrder[i];
            if (tl == null)
            {
                continue;
            }

            if (tl.tileLetter != userGrid[tl.index])
            {
                gameLogic.SetRandomTile(tl.tileLetter, tl.index);
                break;
            }
        }
    }