using System.Collections; using System.Collections.Generic; using UnityEngine; public class UpgradeCastleUp : MonoBehaviour, DayNightCycle.IDaytimeSensitive { private List mustHaveTags = new List(); private List mayNotHaveTags = new List(); private List allWallsAndTowers = new List(); private void OnEnable() { mustHaveTags.Add(TagManager.ETag.WallOrTower); 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(allWallsAndTowers, mustHaveTags, mayNotHaveTags); for (int i = 0; i < allWallsAndTowers.Count; i++) { BuildSlot componentInParent = allWallsAndTowers[i].GetComponentInParent(); if (componentInParent.NextUpgradeOrBuildCost > 1) { componentInParent.NextUpgradeOrBuildCost--; } } } }