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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();
}
}
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