public void EnableBuilding()
 // Call this to spawn the building
 {
     if (!disablePurchase && economyManager.GetBalance() > price && containedBuilding)
     {
         economyManager.MakePurchase(price);
         SizeForPlay();
         DeselectBuilding();
         if (containedBuilding.tag == "industrial" || containedBuilding.tag == "industrialComponent")
         // Smoke deactivation
         {
             foreach (Transform child in containedBuilding.transform)
             {
                 child.gameObject.SetActive(true);
             }
         }
         else if (containedBuilding.tag == "service")
         {
             serv.AddService();
         }
         EnablePhysics();
         if (containedType == 0)
         {
             EnableResidential();
         }
         else if (containedType == 1)
         {
             EnableCommercial();
         }
         else if (containedType == 2)
         {
             EnableIndustrial();
         }
         else if (containedType == 3)
         {
             EnableCommercial();
         }
         else if (containedType == 4)
         {
             EnableComponent();
         }
         else if (containedType == 5)
         {
             EnableFoliage();
         }
         else if (containedType == 6)
         {
             EnableService();
         }
         // Spawns new from here!!!!!
         showingBuilding = false;
         spawnManager.SpawnUIBuildings(displayUI.GetSelection(), thumb.angleIncrement);
     }
     else
     {
         economyManager.FailedPurchase();
     }
 }