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

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

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

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

	private void OnEnable()
	{
		mustHaveTags.Add(TagManager.ETag.WallOrTower);
		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(allWallsAndTowers, mustHaveTags, mayNotHaveTags);
		for (int i = 0; i < allWallsAndTowers.Count; i++)
		{
			BuildSlot componentInParent = allWallsAndTowers[i].GetComponentInParent<BuildSlot>();
			if (componentInParent.NextUpgradeOrBuildCost > 1)
			{
				componentInParent.NextUpgradeOrBuildCost--;
			}
		}
	}
}