Esempio n. 1
0
    public bool FindPath(Vector3 dest)
    {
        // Reset variables
        OpenList.Clear();
        ClosedList.Clear();
        b_CompletedPath = false;

        int SizeX = (int)theGridMap.GetGridSize().x;
        int SizeY = (int)theGridMap.GetGridSize().y;

        for (int i = 0; i < SizeX; i++)
        {
            for (int j = 0; j < SizeY; j++)
            {
                NodeList[i][j].ParentNode = null;
                NodeList[i][j].AccCost    = 0;
            }
        }

        m_Destination = dest;
        n_CurrentNode = GetNode(this.gameObject.transform.position);
        Node        TargetNode    = GetNode(dest);
        List <Node> NeighbourList = new List <Node>();

        //Debug
        if (n_CurrentNode == null || TargetNode == null)
        {
            Debug.Log("error");
            n_CurrentNode = GetNode(this.gameObject.transform.position);
            TargetNode    = GetNode(dest);
        }

        while (!b_PathFound)
        {
            // Add current node to closed list
            ClosedList.Add(n_CurrentNode);

            // Check if reached destination
            if (n_CurrentNode.Equals(TargetNode))
            {
                Debug.Log("Path found to target: " + TargetNode.m_pos.ToString());

                b_PathFound  = true;
                b_OnWaypoint = false;

                return(true);
            }

            int CurrentGridPosX = (int)theGridMap.GetGridPos(n_CurrentNode.m_pos).x;
            int CurrentGridPosY = (int)theGridMap.GetGridPos(n_CurrentNode.m_pos).y;

            // Get Neighbours of curr node, compute F-values and add to openlist
            int CheckX = CurrentGridPosX;
            int CheckY = CurrentGridPosY;

            // Top
            if (CurrentGridPosY != SizeY - 1)
            {
                CheckY = CurrentGridPosY + 1;

                // Check if reached destination
                if (NodeList[CheckX][CheckY].Equals(TargetNode))
                {
                    Debug.Log("Path found to target: " + TargetNode.m_pos.ToString());

                    b_PathFound  = true;
                    b_OnWaypoint = false;

                    return(true);
                }

                if (ValidateNode(NodeList[CheckX][CheckY]))
                {
                    OpenList.Add(NodeList[CheckX][CheckY]);
                    NeighbourList.Add(NodeList[CheckX][CheckY]);
                }
            }

            // Bottom
            if (CurrentGridPosY != 0)
            {
                CheckY = CurrentGridPosY - 1;

                // Check if reached destination
                if (NodeList[CheckX][CheckY].Equals(TargetNode))
                {
                    //Debug.Log("Path found to target: " + TargetNode.m_pos.ToString());

                    b_PathFound  = true;
                    b_OnWaypoint = false;

                    return(true);
                }

                if (ValidateNode(NodeList[CheckX][CheckY]))
                {
                    OpenList.Add(NodeList[CheckX][CheckY]);
                    NeighbourList.Add(NodeList[CheckX][CheckY]);
                }
            }

            CheckY = CurrentGridPosY;

            // Left
            if (CurrentGridPosX != 0)
            {
                CheckX = CurrentGridPosX - 1;

                // Check if reached destination
                if (NodeList[CheckX][CheckY].Equals(TargetNode))
                {
                    Debug.Log("Path found to target: " + TargetNode.m_pos.ToString());

                    b_PathFound  = true;
                    b_OnWaypoint = false;

                    return(true);
                }

                if (ValidateNode(NodeList[CheckX][CheckY]))
                {
                    OpenList.Add(NodeList[CheckX][CheckY]);
                    NeighbourList.Add(NodeList[CheckX][CheckY]);
                }
            }

            // Right
            if (CurrentGridPosX != SizeX - 1)
            {
                CheckX = CurrentGridPosX + 1;

                // Check if reached destination
                if (NodeList[CheckX][CheckY].Equals(TargetNode))
                {
                    Debug.Log("Path found to target: " + TargetNode.m_pos.ToString());

                    b_PathFound  = true;
                    b_OnWaypoint = false;

                    return(true);
                }

                if (ValidateNode(NodeList[CheckX][CheckY]))
                {
                    OpenList.Add(NodeList[CheckX][CheckY]);
                    NeighbourList.Add(NodeList[CheckX][CheckY]);
                }
            }

            // Set all neghbours parent to current node
            foreach (Node aNode in NeighbourList)
            {
                aNode.ParentNode = n_CurrentNode;
            }

            if (NeighbourList.Count <= 0)
            {
                return(false);
            }

            // Get neighbour with lowest F value ()
            Node TempLowest = GetLowestF(OpenList);
            OpenList.Remove(TempLowest);
            n_CurrentNode = TempLowest;

            NeighbourList.Clear();
        }

        // Get that neighbour's neighbours, set that neighbour as the curr node

        // Repeat

        // Closed list will be the path to follow

        return(false);
    }
    // Update is called once per frame
    void Update()
    {
        switch (ConstructionStage)
        {
        case CONSTRUCTION_STAGE.NOT_CONSTRUCTING:

            if (!GameObject.Find("BuildMenu"))
            {
                break;
            }

            if (GameObject.Find("BuildMenu").GetComponent <BuildButtonBehavior>().GetMenuOpen())
            {
                ConstructionStage = CONSTRUCTION_STAGE.SELECTION_BUILDING;
            }

            break;

        case CONSTRUCTION_STAGE.SELECTION_BUILDING:

            d_Timer = 0.0;

            if (!GameObject.Find("BuildMenu").GetComponent <BuildButtonBehavior>().GetMenuOpen())
            {
                ConstructionStage = CONSTRUCTION_STAGE.NOT_CONSTRUCTING;
            }

            if (m_ObjectToConstruct != null)
            {
                ConstructionStage = CONSTRUCTION_STAGE.SELECTION_POSITION;
            }
            break;

        case CONSTRUCTION_STAGE.SELECTION_POSITION:

            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            // Preview Building
            if (Physics.Raycast(ray, out hit))
            {
                // Check if the object is either a grid or wall
                if ((hit.collider.gameObject.name == "Grid(Clone)" || hit.collider.gameObject.name.Contains("Wall")))
                {
                    Vector2 checkPos  = theGridBehaviour.GetWithinGridPos(hit.collider.gameObject.transform.position);
                    string  checkName = "";
                    for (int i = 0; i < PersistentData.m_Instance.BuildingGridPos.Count; ++i)
                    {
                        if (PersistentData.m_Instance.BuildingGridPos[i].Equals(new SerializableVector2(checkPos)))
                        {
                            checkName = PersistentData.m_Instance.BuildingName[i];
                            break;
                        }
                    }

                    if (hit.collider.gameObject.tag.Contains("Wall"))
                    {
                        m_WallObject = hit.collider.gameObject;
                    }

                    // Check if the spot is already taken
                    if (!PersistentData.m_Instance.BuildingGridPos.Contains(new SerializableVector2(checkPos)))
                    {
                        // If spot is not taken, show preview building
                        // Switch m_ObjectToConstruct back to regular variant
                        if (!hit.collider.gameObject.name.Contains("Wall"))
                        {
                            if (m_ObjectToConstruct.name.Contains("Wall") && m_ObjectToConstruct.tag.Equals("Tower") ||
                                m_ObjectToConstruct.name.Contains("Wall") && !m_ObjectToConstruct.name.Equals("Wall") && top == "Top" && bottom == "Bot" && left == "Left" && right == "Right")
                            {
                                m_ObjectToConstruct = m_OldObjectToConstruct;
                            }
                        }
                    }
                    else if (hit.collider.gameObject.name.Contains("Wall") && !hit.collider.gameObject.name.Contains("Turret"))
                    {
                        if (m_PreviewObject != null)
                        {
                            Destroy(m_PreviewObject);
                            m_PreviewObject = null;
                        }

                        // If spot is taken by a wall, preview wall turret
                        // Switch m_ObjectToConstruct to wall variant
                        if (hit.collider.gameObject.name.Contains("Wall") && !(m_ObjectToConstruct.name.Contains("Wall")))
                        {
                            if (m_ObjectToConstruct.name.Contains("Standard"))
                            {
                                m_OldObjectToConstruct = m_ObjectToConstruct;
                                m_ObjectToConstruct    = WallStandardTurret;
                            }
                            else if (m_ObjectToConstruct.name.Contains("Sniper"))
                            {
                                m_OldObjectToConstruct = m_ObjectToConstruct;
                                m_ObjectToConstruct    = WallSniperTurret;
                            }
                            else if (m_ObjectToConstruct.name.Contains("Heavy"))
                            {
                                m_OldObjectToConstruct = m_ObjectToConstruct;
                                m_ObjectToConstruct    = WallHeavyTurret;
                            }
                        }
                    }
                    // Wall Check Code
                    Vector2 TopCheck   = theGridBehaviour.GetGridPos(hit.collider.gameObject.transform.position) + new Vector2(0, 1);
                    Vector2 BotCheck   = theGridBehaviour.GetGridPos(hit.collider.gameObject.transform.position) + new Vector2(0, -1);
                    Vector2 LeftCheck  = theGridBehaviour.GetGridPos(hit.collider.gameObject.transform.position) + new Vector2(-1, 0);
                    Vector2 RightCheck = theGridBehaviour.GetGridPos(hit.collider.gameObject.transform.position) + new Vector2(1, 0);
                    for (int idx = 0; idx < PersistentData.m_Instance.BuildingGridPos.Count; ++idx)
                    {
                        if (TopCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            top = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (BotCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            bottom = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (LeftCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            left = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (RightCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            right = PersistentData.m_Instance.BuildingName[idx];
                        }
                    }
                    //Switch to Wall Towers
                    if (top.Contains("Wall") && left.Contains("Wall") && m_ObjectToConstruct.name.Equals("Wall") ||
                        top.Contains("Wall") && right.Contains("Wall") && m_ObjectToConstruct.name.Equals("Wall") ||
                        bottom.Contains("Wall") && left.Contains("Wall") && m_ObjectToConstruct.name.Equals("Wall") ||
                        bottom.Contains("Wall") && right.Contains("Wall") && m_ObjectToConstruct.name.Equals("Wall"))
                    {
                        if (!top.Contains("WallTower") && !bottom.Contains("WallTower") && !right.Contains("WallTower") && !left.Contains("WallTower"))
                        {
                            m_OldObjectToConstruct = m_ObjectToConstruct;
                            m_ObjectToConstruct    = WallTower;
                            top    = "Top";
                            bottom = "Bot";
                            left   = "Left";
                            right  = "Right";
                        }
                    }
                    //Switch to Corner Walls
                    else if (top.Contains("WallTower") && Side == WallSide.Left ||
                             bottom.Contains("WallTower") && Side == WallSide.Right ||
                             right.Contains("WallTower") && Side == WallSide.Top ||
                             left.Contains("WallTower") && Side == WallSide.Bot)
                    {
                        m_OldObjectToConstruct = m_ObjectToConstruct;
                        m_ObjectToConstruct    = RightCWall;
                        top    = "Top";
                        bottom = "Bot";
                        left   = "Left";
                        right  = "Right";
                    }
                    else if (top.Contains("WallTower") && Side == WallSide.Right ||
                             bottom.Contains("WallTower") && Side == WallSide.Left ||
                             right.Contains("WallTower") && Side == WallSide.Bot ||
                             left.Contains("WallTower") && Side == WallSide.Top)
                    {
                        m_OldObjectToConstruct = m_ObjectToConstruct;
                        m_ObjectToConstruct    = LeftCWall;
                        top    = "Top";
                        bottom = "Bot";
                        left   = "Left";
                        right  = "Right";
                    }
                    //Switch to Side Walls
                    else if (top.Contains("Wall") && !top.Contains("WallTower") && Side == WallSide.Right ||
                             bottom.Contains("Wall") && !bottom.Contains("WallTower") && Side == WallSide.Left ||
                             right.Contains("Wall") && !right.Contains("WallTower") && Side == WallSide.Bot ||
                             left.Contains("Wall") && !left.Contains("WallTower") && Side == WallSide.Top)
                    {
                        m_OldObjectToConstruct = m_ObjectToConstruct;
                        m_ObjectToConstruct    = RightWall;
                        top    = "Top";
                        bottom = "Bot";
                        left   = "Left";
                        right  = "Right";
                    }
                    else if (top.Contains("Wall") && !top.Contains("WallTower") && Side == WallSide.Left ||
                             bottom.Contains("Wall") && !bottom.Contains("WallTower") && Side == WallSide.Right ||
                             right.Contains("Wall") && !right.Contains("WallTower") && Side == WallSide.Top ||
                             left.Contains("Wall") && !left.Contains("WallTower") && Side == WallSide.Bot)
                    {
                        m_OldObjectToConstruct = m_ObjectToConstruct;
                        m_ObjectToConstruct    = LeftWall;
                        top    = "Top";
                        bottom = "Bot";
                        left   = "Left";
                        right  = "Right";
                    }

                    if (m_ObjectToConstruct.tag.Contains("Building") && hit.collider.gameObject.tag.Contains("Wall"))
                    {
                        return;
                    }

                    if (hit.collider.gameObject.name.Contains("WallTower"))
                    {
                        return;
                    }

                    //if (hit.collider.gameObject.tag.Contains("Tower"))
                    //    return;

                    // Create Preview Building if one does not exist
                    if ((m_PreviewObject == null && m_ObjectToConstruct.tag.Contains("Tower")) || (m_PreviewObject == null && !PersistentData.m_Instance.BuildingGridPos.Contains(new SerializableVector2(checkPos))))
                    {
                        m_PreviewObject = Instantiate(m_ObjectToConstruct, hit.collider.gameObject.transform.position + new Vector3(0, 0.1f, 0), hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, -90, 0))) as GameObject;
                    }
                    // Move the preview building
                    else
                    {
                        m_oldPos = m_PreviewObject.transform.position;
                        m_PreviewObject.transform.position = hit.collider.gameObject.transform.position;     // + new Vector3(0, 0.1f, 0)
                        if (m_PreviewObject.name.Contains("Wall") && m_PreviewObject.tag.Contains("Tower"))
                        {
                            m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, -90, 0));
                        }
                        if (m_PreviewObject.tag.Equals("Wall") && !m_PreviewObject.name.Equals("WallTower(Clone)"))     //m_PreviewObject.name.Contains("Wall") &&
                        {
                            if (m_PreviewObject.transform.position.z < m_oldPos.z)
                            {
                                m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, -90, 0));
                                Side = WallSide.Bot;
                            }
                            if (m_PreviewObject.transform.position.z > m_oldPos.z)
                            {
                                m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, 90, 0));
                                Side = WallSide.Top;
                            }
                            if (m_PreviewObject.transform.position.x > m_oldPos.x)
                            {
                                m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, 180, 0));
                                Side = WallSide.Right;
                            }
                            if (m_PreviewObject.transform.position.x < m_oldPos.x)
                            {
                                m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, 0, 0));
                                Side = WallSide.Left;
                            }
                        }
                        else if (m_PreviewObject.name.Equals("WallTower(Clone)"))
                        {
                            m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, 0, 0));
                        }
                        else
                        {
                            m_PreviewObject.transform.rotation = hit.collider.gameObject.transform.rotation;
                        }
                    }
                }
            }
            else
            {
                if (m_PreviewObject != null)
                {
                    Destroy(m_PreviewObject);
                    m_PreviewObject = null;
                }
            }


            d_Timer += Time.deltaTime;
            if (Input.GetMouseButtonUp(0) && d_Timer > 0.1)
            {
                if (Physics.Raycast(ray, out hit))
                {
                    // Check if ray is hiting a grid or the preview itself
                    if ((hit.collider.gameObject.name == "Grid(Clone)" || hit.collider.gameObject.name.Contains("Wall")) || hit.collider.gameObject.Equals(m_PreviewObject))
                    {
                        // Check if the location is valid
                        Vector2 checkPos  = theGridBehaviour.GetWithinGridPos(hit.collider.gameObject.transform.position);
                        string  checkName = "";
                        for (int i = 0; i < PersistentData.m_Instance.BuildingGridPos.Count; ++i)
                        {
                            if (PersistentData.m_Instance.BuildingGridPos[i].Equals(new SerializableVector2(checkPos)))
                            {
                                checkName = PersistentData.m_Instance.BuildingName[i];
                                break;
                            }
                        }

                        if (!PersistentData.m_Instance.BuildingGridPos.Contains(new SerializableVector2(checkPos)) ||
                            PersistentData.m_Instance.BuildingGridPos.Contains(new SerializableVector2(checkPos)) && checkName.Contains("Wall") && !(checkName.Contains("Standard") || checkName.Contains("Sniper") || checkName.Contains("Heavy")) && m_ObjectToConstruct.tag.Contains("Tower"))
                        {
                            // Check if the player has enough resources
                            if (EnoughResource)
                            {
                                ConstructionStage = CONSTRUCTION_STAGE.CONSTRUCTION;
                                m_SpawnLocation   = hit.collider.gameObject.transform.position;

                                if (m_ObjectToConstruct.name.Contains("Wall") && m_ObjectToConstruct.tag.Equals("Tower"))
                                {
                                    m_SpawnRotation = hit.collider.gameObject.transform.rotation * Quaternion.Euler(new Vector3(0, -90, 0));
                                }
                                else
                                {
                                    m_SpawnRotation = hit.collider.gameObject.transform.rotation;
                                }
                            }
                        }
                    }
                    else
                    {
                        ConstructionStage   = CONSTRUCTION_STAGE.SELECTION_BUILDING;
                        m_ObjectToConstruct = null;
                    }
                }
                else
                {
                    ConstructionStage   = CONSTRUCTION_STAGE.SELECTION_BUILDING;
                    m_ObjectToConstruct = null;
                }
            }
            break;

        case CONSTRUCTION_STAGE.CONSTRUCTION:
            // Destroy the preview
            if (m_PreviewObject != null)
            {
                Destroy(m_PreviewObject);
                m_PreviewObject = null;
            }
            GameObject go;
            // Spawn the building
            //Adjust height for walls,
            if (m_ObjectToConstruct.name.Contains("Wall") && !m_ObjectToConstruct.name.Contains("WallTower"))
            {
                go = Instantiate(m_ObjectToConstruct, m_SpawnLocation + new Vector3(0, 0.05f, -0.025f), m_SpawnRotation /*m_ObjectToConstruct.transform.rotation*/) as GameObject;
            }
            //Wall Towers,
            else if (m_ObjectToConstruct.name.Contains("WallTower"))
            {
                go = Instantiate(m_ObjectToConstruct, m_SpawnLocation + new Vector3(0, 0.15f, -0.025f), m_SpawnRotation /*m_ObjectToConstruct.transform.rotation*/) as GameObject;
            }
            //And normal buildings
            else
            {
                go = Instantiate(m_ObjectToConstruct, m_SpawnLocation + new Vector3(0, 0.1f, -0.025f), m_SpawnRotation /*m_ObjectToConstruct.transform.rotation*/) as GameObject;
            }

            // Assign GridPos and Deduct cost
            if (!m_ObjectToConstruct.tag.Equals("Tower"))
            {
                go.GetComponent <BuildingAbstractBase>().GridPos   = theGridBehaviour.GetWithinGridPos(m_SpawnLocation);
                go.GetComponent <BuildingAbstractBase>().IsPreview = false;

                if (m_ObjectToConstruct.tag.Contains("Wall"))
                {
                    Vector2 TopCheck   = theGridBehaviour.GetGridPos(go.transform.position) + new Vector2(0, 1);
                    Vector2 BotCheck   = theGridBehaviour.GetGridPos(go.transform.position) + new Vector2(0, -1);
                    Vector2 LeftCheck  = theGridBehaviour.GetGridPos(go.transform.position) + new Vector2(-1, 0);
                    Vector2 RightCheck = theGridBehaviour.GetGridPos(go.transform.position) + new Vector2(1, 0);
                    for (int idx = 0; idx < PersistentData.m_Instance.BuildingGridPos.Count; ++idx)
                    {
                        if (TopCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            top = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (BotCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            bottom = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (LeftCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            left = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (RightCheck.Equals(PersistentData.m_Instance.BuildingGridPos[idx].GetVec2()))
                        {
                            right = PersistentData.m_Instance.BuildingName[idx];
                        }
                        if (top.Contains("Wall") && !top.Contains("Tower"))
                        {
                            go.transform.Rotate(0, 0, 0);
                        }
                        if (bottom.Contains("Wall") && !top.Contains("Tower"))
                        {
                            go.transform.Rotate(0, 90, 0);
                        }
                    }
                }

                if (m_ObjectToConstruct.name == ("Generator"))
                {
                    GeneratorBuilt = true;
                }
                if (m_ObjectToConstruct.name == ("Farm"))
                {
                    FarmBuilt = true;
                }
                if (m_ObjectToConstruct.name == ("Housing"))
                {
                    HouseBuilt = true;
                }
                if (m_ObjectToConstruct.name == ("DataGenerator"))
                {
                    DGeneratorBuilt = true;
                }
                if (m_ObjectToConstruct.name == ("CreditsGenerator"))
                {
                    EGeneratorBuilt = true;
                }
                if (DGeneratorBuilt && EGeneratorBuilt)
                {
                    DEGeneratorsBuilt = true;
                }

                PersistentData.m_Instance.CreditsAmount -= go.GetComponent <BuildingAbstractBase>().ECost;
                PersistentData.m_Instance.DataAmount    -= go.GetComponent <BuildingAbstractBase>().DCost;

                go.GetComponent <BoxCollider>().enabled = true;
            }
            else
            {
                go.GetComponent <BaseTurret>().GridPos   = theGridBehaviour.GetWithinGridPos(m_SpawnLocation);
                go.GetComponent <BaseTurret>().IsPreview = false;
                PersistentData.m_Instance.CreditsAmount -= m_ObjectToConstruct.GetComponent <BaseTurret>().ECost;
                PersistentData.m_Instance.DataAmount    -= m_ObjectToConstruct.GetComponent <BaseTurret>().DCost;

                if (m_ObjectToConstruct.name.Contains("Standard"))
                {
                    TurretBuilt = true;
                }

                go.GetComponent <BaseTurret>().TurretActive = true;
                go.GetComponent <BoxCollider>().enabled     = true;
            }

            // Set the grid behaviour to be the parent
            go.transform.parent = theGridBehaviour.transform;

            // Cause the building to switch from the preview material to its final one
            MaterialSwitch[] ComponentList = go.GetComponentsInChildren <MaterialSwitch>();
            foreach (MaterialSwitch ms in ComponentList)
            {
                ms.SwitchToSecondMaterial();
            }

            // Special case for Housing
            if (go.name.Contains("Housing"))
            {
                go.GetComponent <AddOnConstruction>().theConstructionManager = this;
                go.GetComponent <AddOnConstruction>().theHoverScript         = theAddOnPanel.GetComponent <UIHoverOver>();
            }

            // Send to RandomEventManager
            EventBase.TRIGGER_TYPE aTrigger = EventBase.TRIGGER_TYPE.BUILD_CREDIT;

            switch (m_ObjectToConstruct.name)
            {
            case "Generator": aTrigger = EventBase.TRIGGER_TYPE.BUILD_GENERATOR; break;

            case "DataGenerator": aTrigger = EventBase.TRIGGER_TYPE.BUILD_DATA; break;

            case "CreditsGenerator": aTrigger = EventBase.TRIGGER_TYPE.BUILD_CREDIT; break;

            case "Farm": aTrigger = EventBase.TRIGGER_TYPE.BUILD_FARM; break;

            case "Housing": aTrigger = EventBase.TRIGGER_TYPE.BUILD_HOUSING; break;

            case "Storage": aTrigger = EventBase.TRIGGER_TYPE.BUILD_STORAGE; break;
            }

            if (m_ObjectToConstruct.tag.Equals("Tower"))
            {
                aTrigger = EventBase.TRIGGER_TYPE.BUILD_TURRET;
            }

            GameObject.Find("RandomEventSystem").GetComponent <RandomEventManager>().RunRandomCheck(aTrigger);


            // Assign attached wall object
            if (m_ObjectToConstruct.name.Contains("Wall") && (m_ObjectToConstruct.name.Contains("Standard") || m_ObjectToConstruct.name.Contains("Sniper") || m_ObjectToConstruct.name.Contains("Heavy")))
            {
                go.GetComponent <BaseTurret>().AttachedWall = m_WallObject.GetComponent <BuildingAbstractBase>();
            }

            ConstructionStage   = CONSTRUCTION_STAGE.NOT_CONSTRUCTING;
            m_ObjectToConstruct = null;

            break;

        case CONSTRUCTION_STAGE.SELECTION_ADDON:
            if (m_AddOnToConstruct != ADD_ON_TYPE.NONE)
            {
                switch (m_AddOnToConstruct)
                {
                case ADD_ON_TYPE.POWER:
                    theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.transform.GetChild(1).gameObject.SetActive(true);
                    theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.GetComponent <Residential>().theAddOn = theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.transform.GetChild(1).gameObject.GetComponent <BuildingAddOn>();
                    break;

                case ADD_ON_TYPE.FOOD:
                    theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.transform.GetChild(2).gameObject.SetActive(true);
                    theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.GetComponent <Residential>().theAddOn = theAddOnPanel.GetComponent <UIHoverOver>().ObjectToHoverOver.transform.GetChild(2).gameObject.GetComponent <BuildingAddOn>();
                    break;
                }

                ConstructionStage  = CONSTRUCTION_STAGE.NOT_CONSTRUCTING;
                m_AddOnToConstruct = ADD_ON_TYPE.NONE;
                theAddOnPanel.SetActive(false);
            }
            else
            {
                if (Input.GetMouseButtonUp(0))
                {
                    ConstructionStage  = CONSTRUCTION_STAGE.NOT_CONSTRUCTING;
                    m_AddOnToConstruct = ADD_ON_TYPE.NONE;
                    theAddOnPanel.SetActive(false);
                }
            }
            break;
        }
    }