diff options
author | chai <215380520@qq.com> | 2024-05-20 22:36:58 +0800 |
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committer | chai <215380520@qq.com> | 2024-05-20 22:36:58 +0800 |
commit | a22c505984697881f5f911a165ee022087b69e09 (patch) | |
tree | d3c030aef1ae9b8a01c889dd2902bb1e3324e72b /Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs | |
parent | 4a4cc82d069b26bc4d4532e73860f86b211ca239 (diff) |
Diffstat (limited to 'Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs')
-rw-r--r-- | Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs b/Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs new file mode 100644 index 0000000..11e7682 --- /dev/null +++ b/Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs @@ -0,0 +1,51 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class UpgradeBuildersGuild : MonoBehaviour, DayNightCycle.IDaytimeSensitive +{ + private List<TagManager.ETag> mustHaveTags = new List<TagManager.ETag>(); + + private List<TagManager.ETag> mayNotHaveTags = new List<TagManager.ETag>(); + + private List<TaggedObject> allHousesTaggedObjs = new List<TaggedObject>(); + + private List<TaggedObject> allHousesTaggedObjsSorted = new List<TaggedObject>(); + + private void OnEnable() + { + mustHaveTags.Add(TagManager.ETag.House); + DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this); + } + + public void OnDusk() + { + } + + public void OnDawn_BeforeSunrise() + { + } + + public void OnDawn_AfterSunrise() + { + StartCoroutine(AfterSunriseDelayed()); + } + + public IEnumerator AfterSunriseDelayed() + { + yield return null; + yield return null; + TagManager.instance.FindAllTaggedObjectsWithTags(allHousesTaggedObjs, mustHaveTags, mayNotHaveTags); + allHousesTaggedObjsSorted = allHousesTaggedObjs.OrderBy((TaggedObject o) => (o.transform.position - base.transform.position).magnitude).ToList(); + for (int i = 0; i < allHousesTaggedObjsSorted.Count; i++) + { + BuildSlot componentInParent = allHousesTaggedObjs[i].GetComponentInParent<BuildSlot>(); + if (componentInParent.Level == 1) + { + componentInParent.TryToBuildOrUpgradeAndPay(null, _presentChoice: false); + break; + } + } + } +} |