public void ChooseMapPoint() { //Debug.Log(EventSystem.current.currentSelectedGameObject.GetComponent<RectTransform>().anchoredPosition.x); if (this.Change == null) { Debug.Log("No Change Selected"); } Point topLeft = new Point((-(int)EventSystem.current.currentSelectedGameObject.transform.parent.gameObject.GetComponent <RectTransform>().anchoredPosition.y) / 34, ((int)EventSystem.current.currentSelectedGameObject.GetComponent <RectTransform>().anchoredPosition.x) / 34); Point topRight = new Point(topLeft.X + 1, topLeft.Y); Point bottomLeft = new Point(topLeft.X, topLeft.Y - 1); Point bottomRight = new Point(topLeft.X + 1, topLeft.Y - 1); switch (change.ChangeType) { //case 1: //if(possible) //start analysis // MapClass.AddTrafficLight(); // break; //case 2: //if(possible) //start analysis //MapClass.AddSpeedBump(); //break; case 3: //if(possible) //start analysis MapClass.AddResidentail(topLeft, topRight, bottomRight, bottomLeft); break; //case 4: //if(possible) //start analysis //MapClass.AddBusiness(topLeft, topRight, bottomRight, bottomLeft); //break; case 5: //if(possible) //start analysis MapClass.AddFireStation(topLeft, topRight, bottomRight, bottomLeft); break; case 6: //if(possible) //start analysis MapClass.AddPoliceStation(topLeft, topRight, bottomRight, bottomLeft); break; case 7: //if(possible) //start analysis MapClass.AddHospital(topLeft, topRight, bottomRight, bottomLeft); break; } }