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using System.Collections.Generic;
using UnityEngine;
public class House : SpawnableObject
{
private List<Tower> defenders = new List<Tower>();
[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<SimpleUI>();
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);
}
}
}
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