public void CreateCustomBuilding(GlobalManager.Player tempOwner, string tempName, string tempSpriteName, int tempLevel, string tempType, Vector3 tempPosition, Vector3 tempScale, int tempHitPoint, Vector3 tempColliderSize, Vector3 tempColliderPos)
    {
        GameObject unit = Instantiate(buildingPrefab, Vector3.zero, Quaternion.identity) as GameObject;

        unit.transform.parent        = defenseParent.transform;
        unit.transform.localScale    = tempScale;
        unit.transform.localPosition = tempPosition;
        unit.name = tempName;

        UISprite spriteObj = unit.GetComponent <UISprite>();

        //spriteObj.SetSprite(tempSpriteName);
        spriteObj.spriteName = tempSpriteName;
        //spriteObj.SortingOrder = 420;

        Building buildingObj = unit.GetComponent <Building>();

        //buildingObj.DefenseScreenSettings(0, 0, 100, 1050);
        //buildingObj.Parent = tempOwner;
        buildingObj.HitPoint = tempHitPoint;
        buildingObj.Type     = tempType;
        //buildingObj.Level = tempLevel;
        buildingObj.enabled = true;

        buildingObj.level = 1;
        buildingObj.Team  = tempOwner == GlobalManager.Player.One ? CharacterProperties.Team.LEFT : CharacterProperties.Team.RIGHT;

        //CharacterManager.Instance.AddCharacter(unit, tempOwner);
    }
 public void SetBuildingHitPoint(GlobalManager.Player tempOwner, float tempValue)
 {
     if (tempOwner == GlobalManager.Player.One)
     {
         //blueHealthBar.GetComponent<tk2dUIProgressBar>().Value = tempValue;
     }
     else if (tempOwner == GlobalManager.Player.Two)
     {
         //redHealthBar.GetComponent<tk2dUIProgressBar>().Value = tempValue;
     }
 }
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    public override void ApplyDamage(DamageApplyClass obj)
    {
        base.ApplyDamage(obj);

        if (base.CurrentHitPoint <= 0)
        {
            if (UnitType == CharacterProperties.UnitType.BUILDING)
            {
                //globalController.GetComponent<DefenseMainHandler>().Status = "gameover";

                GlobalManager.Player winteam = this.Team == CharacterProperties.Team.LEFT ? GlobalManager.Player.Two : GlobalManager.Player.One;
                globalController.GetComponent <PuzzleHandler>().GameOver(winteam);
            }
        }
    }
 public void SpawnSkill(int tempAmt)
 {
     GlobalManager.Player enemy = GlobalManager.playerNumber == GlobalManager.Player.One ? GlobalManager.Player.Two : GlobalManager.Player.One;
     //this.gameObject.GetComponent<DefenseMainHandler>().SpawnSkill(tempAmt, enemy);
 }