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path: root/Thronefall_v1.0/Decompile/UpgradeBuildersGuild.cs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class UpgradeBuildersGuild : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
	private List<TagManager.ETag> mustHaveTags = new List<TagManager.ETag>();

	private List<TagManager.ETag> mayNotHaveTags = new List<TagManager.ETag>();

	private List<TaggedObject> allHousesTaggedObjs = new List<TaggedObject>();

	private List<TaggedObject> allHousesTaggedObjsSorted = new List<TaggedObject>();

	private void OnEnable()
	{
		mustHaveTags.Add(TagManager.ETag.House);
		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(allHousesTaggedObjs, mustHaveTags, mayNotHaveTags);
		allHousesTaggedObjsSorted = allHousesTaggedObjs.OrderBy((TaggedObject o) => (o.transform.position - base.transform.position).magnitude).ToList();
		for (int i = 0; i < allHousesTaggedObjsSorted.Count; i++)
		{
			BuildSlot componentInParent = allHousesTaggedObjs[i].GetComponentInParent<BuildSlot>();
			if (componentInParent.Level == 1)
			{
				componentInParent.TryToBuildOrUpgradeAndPay(null, _presentChoice: false);
				break;
			}
		}
	}
}