private IBuilding AddBuilding(Object obj, Sprite buildingSprite, Vector2 size) { IBuilding building = Instantiate(obj, GetBuildPosition(), Quaternion.identity, _buildingParent) as IBuilding; building.SetBuildingSprite(buildingSprite); if (size != Vector2.zero) { building.SetBuildingSize(size); } _buildings.Add(building); _currentBuildCountInCircle++; if (_maxBuildingsPerCircle <= _currentBuildCountInCircle) { _currentBuildCountInCircle = 0; _currentRing++; } return(building); }