using System.Collections.Generic; using UnityEngine; public class House : SpawnableObject { private List defenders = new List(); [SerializeField] private IncomeGenerator myIncomeGenerator; protected override void Start() { base.Start(); SpawnManager.instance.houses.Add(this); } public void AddDefender(Tower t) { if (!defenders.Contains(t)) { defenders.Add(t); } CheckTowers(); } public void CheckTowers() { for (int num = defenders.Count - 1; num > -1; num--) { if (defenders[num] == null) { defenders.RemoveAt(num); } } myIncomeGenerator.incomeTimesLevel = defenders.Count; } public override void SpawnUI() { SimpleUI component = Object.Instantiate(UIObject, base.transform.position, Quaternion.identity).GetComponent(); if (defenders.Count > 0) { string text = "This house is protected by " + defenders.Count + " towers."; text = text + "\nIts next gift will be " + (SpawnManager.instance.level + 1) * defenders.Count + "g."; text = text + "\nNet gold gifted: " + myIncomeGenerator.netGold + "g."; component.SetDiscriptionText(text); } } }