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-rw-r--r--Thronefall_v1.0/Decompile/FishingHarbour.cs58
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diff --git a/Thronefall_v1.0/Decompile/FishingHarbour.cs b/Thronefall_v1.0/Decompile/FishingHarbour.cs
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+using System.Collections;
+using UnityEngine;
+
+public class FishingHarbour : IncomeModifyer
+{
+ public int incomeIncreasePerTurn = 1;
+
+ public int maximumIncome = 5;
+
+ private int maximumBoats;
+
+ public Transform activeChildOnIncomeIncrease;
+
+ private int activationNr;
+
+ [Header("Perk Upgrade")]
+ [SerializeField]
+ private Equippable perk;
+
+ [SerializeField]
+ private int additionalBoatCapacity;
+
+ private void Start()
+ {
+ buildingInteractor.IncomeModifiers.Add(this);
+ for (int i = 0; i < activeChildOnIncomeIncrease.childCount; i++)
+ {
+ activeChildOnIncomeIncrease.GetChild(i).gameObject.SetActive(value: false);
+ }
+ if (PerkManager.instance.CurrentlyEquipped.Contains(perk))
+ {
+ maximumIncome += additionalBoatCapacity;
+ }
+ maximumBoats = maximumIncome;
+ }
+
+ public override void OnDawn()
+ {
+ if (buildSlot.Level > 0 && !buildingInteractor.KnockedOutTonight)
+ {
+ StartCoroutine(IncreaseIncomeAndBuildShip());
+ }
+ }
+
+ private IEnumerator IncreaseIncomeAndBuildShip()
+ {
+ yield return null;
+ yield return null;
+ if (activationNr < maximumBoats)
+ {
+ activeChildOnIncomeIncrease.GetChild(activationNr).gameObject.SetActive(value: true);
+ }
+ activationNr++;
+ buildSlot.GoldIncome = Mathf.Min(buildSlot.GoldIncome + incomeIncreasePerTurn, maximumIncome);
+ buildSlot.Upgrades[1].upgradeBranches[0].goldIncomeChange = buildSlot.GoldIncome;
+ buildSlot.Interactor.MarkAsHarvested();
+ }
+}