// Update is called once per frame
    void Update()
    {
        // click
        if (Input.GetMouseButtonDown(0) && Floor.CheckIfMouseUnobstructed())
        {
            Ray        clickRay = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit      = new RaycastHit();
            if (Physics.Raycast(clickRay, out hit) && hit.collider.tag == "Terrain")
            {
                Collider[] cols    = Physics.OverlapSphere(hit.point, buildingPrefab.baseFloorPrefab.GetComponent <BoxCollider>().size.x * 1f);
                bool       doBuild = true;
                foreach (Collider thisCol in cols)
                {
                    if (thisCol.tag == "Building" || thisCol.tag == "Floor")
                    {
                        Debug.Log("Too close to " + thisCol);
                        doBuild = false;
                        PlayerUIManager.instance.IncorrectPlacement();
                    }
                }
                if (doBuild)
                {
                    switch (buildMode)
                    {
                    case BuildMode.ClickOnPlane:
                        // click hit
                        if (hit.collider.tag == "Terrain")
                        {
                            // try to build a building on terrain
                            Debug.Log("Building on fresh terrain.");
                            if (BudgetManager.instance.Purchase(BudgetManager.instance.landValue))
                            {
                                Building newBuild = Instantiate(buildingPrefab, hit.point, Quaternion.identity) as Building;
                                newBuild.CreateBuilding();
                                newBuild.buildingRevenue.isOwned = true;
                                BuildingManager.instance.buildings.Add(newBuild);
                            }
                        }
                        break;

                    case BuildMode.ClickOnMesh:
                        if (BudgetManager.instance.Purchase(BudgetManager.instance.landValue))
                        {
                            Vector3    normal   = GetNormalFromRay(clickRay);
                            Quaternion rotation = Quaternion.LookRotation(normal);
                            rotation *= Quaternion.Euler(Vector3.right * 90f);
                            Debug.Log(rotation);
                            Building bld = Instantiate(buildingPrefab, hit.point + normal.normalized * 2f, rotation) as Building;
                            bld.CreateBuilding();
                            bld.transform.SetParent(hit.transform);
                            bld.buildingRevenue.isOwned = true;
                            BuildingManager.instance.buildings.Add(bld);
                        }
                        break;
                    }
                }
            }
        }
        // buttons
    }