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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;
}
}
}
}
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