void BuildFarm() { //Hide biome and food models GameObject innerDecoration = selectedTile.transform.GetChild(1).gameObject; GameObject resourceDecoration = selectedTile.transform.GetChild(4).gameObject; if (innerDecoration != null) { innerDecoration.SetActive(false); } if (resourceDecoration != null) { resourceDecoration.SetActive(false); } //If upgrading farm, replace farm model (unused for now since upgraded farms have same models) if (mc.getBuildingTier(toBuild) > 1) { GameObject currentFarmDecoration = selectedTile.transform.GetChild(5).gameObject; Destroy(currentFarmDecoration); } GameObject buildingModel = tryLoadBuilding(selectedTile.item + "-1"); //Get model of farm GameObject buildingDecoration = Instantiate((buildingModel) as GameObject); //Add model to scene PlaceDecoration(selectedTile, buildingDecoration, .1f, .15f); //Place farm model EmitFarmParticles(selectedTile); //Play farm building particle effect sc.playBuildSound(); //Play building sound effect selectedTile.buildings [0] = toBuild; //Update first index of tile's building list with farm mc.AddFarm(toBuild, selectedTileID); //Manage farm addition in money controller uic.UpdateResourceUI(); //Reload UI to reflect new resource uic.UpdateTileMenu(); //Update tile menu to reflect new farm lc.ManageWorldLights(); //Update new farm's lights }