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path: root/Thronefall_v1.0/Decompile/BlacksmithUpgrade.cs
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using UnityEngine;

public class BlacksmithUpgrade : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
	[SerializeField]
	private BuildingInteractor buildingInteractor;

	[SerializeField]
	private ProductionBar productionBar;

	[SerializeField]
	private Weapon.EDamageAffectedByBlacksmithUpgrade upgrade;

	[SerializeField]
	private float multiplyer = 1.2f;

	[SerializeField]
	private int researchTime = 2;

	[SerializeField]
	private Equippable researchSpeedPerk;

	private int researchTimeLeft;

	private void Start()
	{
		DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
	}

	public void OnDawn_AfterSunrise()
	{
	}

	public void OnDawn_BeforeSunrise()
	{
		if (!base.gameObject.activeInHierarchy)
		{
			return;
		}
		researchTimeLeft--;
		Debug.Log(researchTimeLeft);
		UpdateProgressBar();
		if (researchTimeLeft <= 0)
		{
			productionBar.gameObject.SetActive(value: false);
			switch (upgrade)
			{
			case Weapon.EDamageAffectedByBlacksmithUpgrade.MultiplyBy_MeleeDamage:
				BlacksmithUpgrades.instance.meleeDamage *= multiplyer;
				break;
			case Weapon.EDamageAffectedByBlacksmithUpgrade.MultiplyBy_RangedDamage:
				BlacksmithUpgrades.instance.rangedDamage *= multiplyer;
				break;
			case Weapon.EDamageAffectedByBlacksmithUpgrade.DivideBy_MeleeResistance:
				BlacksmithUpgrades.instance.meleeResistance *= multiplyer;
				break;
			case Weapon.EDamageAffectedByBlacksmithUpgrade.DivideBy_RangedResistance:
				BlacksmithUpgrades.instance.rangedResistance *= multiplyer;
				break;
			}
			buildingInteractor.buildingIsCurrentlyBusyAndCantBeUpgraded = false;
			buildingInteractor.UpdateInteractionState();
			DayNightCycle.Instance.UnregisterDaytimeSensitiveObject(this);
		}
	}

	public void OnDusk()
	{
	}

	private void OnEnable()
	{
		researchTimeLeft = researchTime;
		if (PerkManager.IsEquipped(researchSpeedPerk))
		{
			researchTimeLeft--;
		}
		UpdateProgressBar();
		buildingInteractor.buildingIsCurrentlyBusyAndCantBeUpgraded = true;
		buildingInteractor.UpdateInteractionState();
	}

	private void UpdateProgressBar()
	{
		productionBar.gameObject.SetActive(value: true);
		productionBar.UpdateVisual(1f - (float)researchTimeLeft / ((float)researchTime + 0.1f));
	}
}