public float BuildingComplete(int level) { if (!_isSet) { SetUpComponent(); } if (level == 1) { this.transform.GetComponent <SpriteRenderer>().sprite = _builtSpriteLevel1; //SetUp New Employees GameObject _Worker6Prefab = Resources.Load <GameObject>("UI/Workers6"); _Worker6Prefab = Instantiate(_Worker6Prefab); _Worker6Prefab.transform.SetParent(this.transform); _Worker6Prefab.transform.localPosition = new Vector3(0, 0, 0); _Worker6Prefab.transform.localScale = new Vector3(2.3f, 2.3f, 2.3f); //Hack Lazy Employee[] workers = _Worker6Prefab.GetComponent <eWorkers>().getWorkers(); this.transform.GetComponent <BuildableObject>().ChangeWorkers(workers); // *MIGHT* have to change them to locked here incase inspector is wrong } else if (level == 2) { this.transform.GetComponent <SpriteRenderer>().sprite = _builtSpriteLevel2; } else if (level == 3) { this.transform.GetComponent <SpriteRenderer>().sprite = _builtSpriteLevel3; } BuildableObject bo = this.transform.GetComponent <BuildableObject>(); bo.UnlockWorkers(2); return(_hitpoints + (_hitPointGrowth * level)); }