public void ChooseMapPoint()
    {
        //Debug.Log(EventSystem.current.currentSelectedGameObject.GetComponent<RectTransform>().anchoredPosition.x);
        if (this.Change == null)
        {
            Debug.Log("No Change Selected");
        }
        Point topLeft     = new Point((-(int)EventSystem.current.currentSelectedGameObject.transform.parent.gameObject.GetComponent <RectTransform>().anchoredPosition.y) / 34, ((int)EventSystem.current.currentSelectedGameObject.GetComponent <RectTransform>().anchoredPosition.x) / 34);
        Point topRight    = new Point(topLeft.X + 1, topLeft.Y);
        Point bottomLeft  = new Point(topLeft.X, topLeft.Y - 1);
        Point bottomRight = new Point(topLeft.X + 1, topLeft.Y - 1);

        switch (change.ChangeType)
        {
        //case 1:
        //if(possible)
        //start analysis
        //    MapClass.AddTrafficLight();
        //    break;

        //case 2:
        //if(possible)
        //start analysis
        //MapClass.AddSpeedBump();
        //break;

        case 3:
            //if(possible)
            //start analysis
            MapClass.AddResidentail(topLeft, topRight, bottomRight, bottomLeft);
            break;

        //case 4:
        //if(possible)
        //start analysis
        //MapClass.AddBusiness(topLeft, topRight, bottomRight, bottomLeft);
        //break;

        case 5:
            //if(possible)
            //start analysis
            MapClass.AddFireStation(topLeft, topRight, bottomRight, bottomLeft);
            break;

        case 6:
            //if(possible)
            //start analysis
            MapClass.AddPoliceStation(topLeft, topRight, bottomRight, bottomLeft);
            break;

        case 7:
            //if(possible)
            //start analysis
            MapClass.AddHospital(topLeft, topRight, bottomRight, bottomLeft);
            break;
        }
    }