public static GameObject CreatePole() { return(Pole.CreatePole().gameObject); }
public void Prebuild(Buildable buildable) { if (current != null) { CancelCurrent(); } SetBuilding(buildable); //Attach object to mouse and create the effect of being built switch (buildable) { case Buildable.Powerstation_left: { current = CreateChargeSpotLeft(); AttachToMouse(current); AttachWeaver(current, Side.left); SetTemporaryConnectibles(current); AddConnectibleWeaversToStations(current); break; } case Buildable.Powerstation_right: { current = CreateChargeSpotRight(); AttachToMouse(current); AttachWeaver(current, Side.right); SetTemporaryConnectibles(current); AddConnectibleWeaversToStations(current); break; } case Buildable.Powerstation_up: { current = CreateChargeSpotUp(); AttachToMouse(current); AttachWeaver(current, Side.up); SetTemporaryConnectibles(current); AddConnectibleWeaversToStations(current); break; } case Buildable.Powerstation_down: { current = CreateChargeSpotDown(); AttachToMouse(current); AttachWeaver(current, Side.down); SetTemporaryConnectibles(current); AddConnectibleWeaversToStations(current); break; } case Buildable.Pole: { current = Pole.CreatePole().gameObject; AttachToMouse(current); current.GetComponent <FollowMouse>().discrete = false; current.AddComponent <PoleWeaver>(); //Set temporary connection SetTemporaryConnectibles(current); break; } case Buildable.Plant: { current = Powerplant.CreatePowerplant().gameObject; AttachToMouse(current); //reuse of RoadValidityChecker current.AddComponent <RoadValidityChecker>(); current.AddComponent <ConnectibleWeaver>(); SetTemporaryConnectibles(current); break; } } //Fold all houses FoldDecorations(); }