public void ActivateBackdrop(PurchasedBackdrop pBackdrop)
 {
     foreach (KeyValuePair <PurchasedBackdrop, AfternoonBackdrop> kvp in mBackdropMap)
     {
         if (!(kvp.Key == pBackdrop))
         {
             kvp.Value.Hide();
         }
         else
         {
             kvp.Value.Show();
         }
     }
 }
    [RPC] public void PurchaseBackdrop(string pBackdropID)
    {
        Backdrop prop = mGame.uBackdrops[pBackdropID];
        // Check that there is a prop.uID available
        bool propAvailable = false;

        foreach (Prop p in uUnpurchasedBackdrops)
        {
            if (p.uID == prop.uID)
            {
                propAvailable = true;
                break;
            }
        }

        if (!propAvailable)
        {
            return;
        }

        // Check that we have enough money
        if (uBudget < prop.uPrice)
        {
            return;
        }

        // Add the prop to our props, and take away the money
        PurchasedBackdrop purchasedProp = new PurchasedBackdrop(prop);

        uPurchasedProps.Add(purchasedProp.uID, purchasedProp);
        uBudget -= prop.uPrice;

        mSceneManager.PropPurchased(this, purchasedProp);

        // I don't think we need to sync buying and selling
        //		if (networkView.isMine) {
        //			networkView.RPC ("PurchaseProp", RPCMode.Others, prop.uID);
        //		}
    }
    public void BackdropClicked(dfControl control, System.Int32 value)
    {
        PurchasedBackdrop p = uPurchasedBackdrops[value];

        ActivateBackdrop(p);
    }