GrandLarceny.DevelopmentState.setBuildingState C# (CSharp) Method

setBuildingState() private method

private setBuildingState ( Button a_button, State a_state ) : void
a_button Button
a_state State
return void
        private void setBuildingState(Button a_button, State a_state)
        {
            m_building			= true;
            m_objectPreview		= null;

            if (a_state != m_itemToCreate)
            {
                clearSelectedObject();
                m_itemToCreate = a_state;
            }

            foreach (Button t_button in m_buttonDict.Keys)
            {
                t_button.setState(0);
            }
            a_button.setState(3);

            switch (m_itemToCreate)
            {
                case State.Platform:
                    createAssetList("Content//Images//Tile//Floor//");
                    break;
                case State.Ladder:
                    createAssetList("Content//Images//Tile//Ladder//");
                    break;
                case State.Background:
                    createAssetList("Content//Images//Background//");
                    break;
                case State.Delete:
                    createAssetList(null);
                    m_building = false;
                    break;
                case State.Player:
                    createAssetList(null);
                    break;
                case State.None:
                    createAssetList(null);
                    m_building = false;
                    break;
                case State.SpotLight:
                    createAssetList("Content//Images//LightCone//");
                    break;
                case State.Guard:
                    createAssetList(null);
                    break;
                case State.Wall:
                    createAssetList("Content//Images//Tile//Wall//");
                    break;
                case State.DuckHidingObject:
                    createAssetList("Content//Images//Prop//DuckHide//");
                    break;
                case State.StandHidingObject:
                    createAssetList("Content//Images//Prop//StandHide//");
                    break;
                case State.GuardDog:
                    createAssetList("Content//Images//Sprite//GuardDog//");
                    break;
                case State.LightSwitch:
                    createAssetList("Content//Images//Prop//Button//");
                    break;
                case State.CrossVent:
                    createAssetList("Content//Images//Tile//Ventilation//Cross//");
                    break;
                case State.CornerVent:
                    createAssetList("Content//Images//Tile//Ventilation//Corner//");
                    break;
                case State.TVent:
                    createAssetList("Content//Images//Tile//Ventilation//TVent//");
                    break;
                case State.StraVent:
                    createAssetList("Content//Images//Tile//Ventilation//Straight//");
                    break;
                case State.Ventrance:
                    createAssetList("Content//Images//Tile//Ventilation//Drum//");
                    break;
                case State.EndVent:
                    createAssetList("Content//Images//Tile//Ventilation//EndVent//");
                    break;
                case State.Camera:
                    createAssetList("Content//Images//Sprite//Camera//");
                    break;
                case State.Window:
                    createAssetList("Content//Images//Tile//Window//");
                    break;
                case State.Foreground:
                    createAssetList("Content//Images//Foregrounds//");
                    break;
                case State.Rope:
                    createAssetList(null);
                    break;
                case State.CornerHang:
                    createAssetList(null);
                    break;
                case State.Checkpoint:
                    createAssetList(null);
                    break;
                case State.Prop:
                    createAssetList("Content//Images//Prop//Clutter//");
                    break;
                case State.Key:
                    createAssetList(null);
                    break;
                case State.Heart:
                    createAssetList(null);
                    break;
                case State.Objective:
                    createAssetList("Content//Images//Prop//Consumables//Objective//");
                    break;
                case State.Shadow:
                    createAssetList("Content//Images//Foregrounds//Shadow//");
                    break;
                case State.Parallax:
                    createAssetList("Content//Images//Background//Parallax//");
                    break;
                case State.LockedDoor:
                    createAssetList(null);
                    break;
                case State.FlickeringSign:
                    createAssetList("Content//Images//Tile//Sign//");
                    break;
                case State.Consumable:
                    createAssetList("Content//Images//Prop//Consumables//");
                    break;
            }
            if (m_assetButtonList != null && m_assetButtonList.Count > 0)
            {
                selectAsset(m_assetButtonList.First());
            }
            else
            {
                selectAsset(null);
            }
        }