// Instantiate a new building public static void createBuilding(BuildingClass type_of_building) { int[] building_data = BuildingsHelper.pickBuilding(type_of_building); // Residential if (type_of_building == BuildingClass.Residential) { prefab = Resources.Load(BuildingUtils.getResidentialPath(building_data[1])) as GameObject; building_obj = GameObject.Instantiate(prefab) as GameObject; new_building = Residential.CreateComponent(building_obj, (ResidentialType)building_data[0], (ResidentialSize)building_data[1], (ResidentialVariation)building_data[2]); } // Commercial else if (type_of_building == BuildingClass.Commercial) { prefab = Resources.Load(BuildingUtils.getCommercialPath(building_data[1])) as GameObject; building_obj = GameObject.Instantiate(prefab) as GameObject; new_building = Commercial.CreateComponent(building_obj, (CommercialType)building_data[0], (CommercialSize)building_data[1], (CommercialVariation)building_data[2]); } // Industrial else if (type_of_building == BuildingClass.Industrial) { prefab = Resources.Load(BuildingUtils.getIndustrialPath(building_data[1])) as GameObject; building_obj = GameObject.Instantiate(prefab) as GameObject; new_building = Industrial.CreateComponent(building_obj, (IndustrialType)building_data[0], (IndustrialSize)building_data[1], (IndustrialVariation)building_data[2]); } else { throw new NoSuchTypeException("Building Type not found"); } }