// Update is called once per frame
    void Update()
    {
        Debug.Log(gs);

        if (selectedSquare != null)
        {
            selectedSquare.SetColor(new Color(200, 200, 0, 100));
        }
        switch (gs)
        {
        case gameState.MOVING:     //when the game is moving units
            //does nothing
            break;

        case gameState.PLACING:     //when the game is placing units
            if (path == null)
            {
                path = map.Players[turn].GetSelectedUnit().getPath(goalNode.row, goalNode.column);
            }
            if (map.Players[turn].GetSelectedUnit().transform.position.x != goalNode.x || map.Players[turn].GetSelectedUnit().transform.position.y != goalNode.y)
            {
                if (currentNode == null)
                {
                    currentNode = path.Pop();
                }
                map.Players[turn].GetSelectedUnit().moveToPoint(currentNode.x, currentNode.y);
                if (map.Players[turn].GetSelectedUnit().transform.position.x == currentNode.x && map.Players[turn].GetSelectedUnit().transform.position.y == currentNode.y)
                {
                    currentNode = null;
                }
            }
            if (map.Players[turn].GetSelectedUnit().transform.position.x == goalNode.x && map.Players[turn].GetSelectedUnit().transform.position.y == goalNode.y)
            {
                map.Players[turn].GetSelectedUnit().placeUnit(goalNode.row, goalNode.column);
                map.Players[turn].GetSelectedUnit().active = false;
                path        = null;
                currentNode = null;
                map.Players[turn].SelectedUnit(null);
                if (map.Players[turn].AllUnactive())
                {
                    NextTurn();
                }
                GameMapping.map.ChangeSelected(null);
                map.gs = gameState.MOVING;
            }
            break;

        case gameState.ATTACKING:     //when a unit is attacking another unit
            break;
        }
    }