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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));
}
}
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