using System.Collections; using System.Collections.Generic; using UnityEngine; public class Castle : Building { public float PopulationGiven => GlobalConfig.Instance.Current.populationGivenPerHouse; public override void Start() { base.Start(); } public override void Update() { base.Update(); if (IsEnemyDetected) { AttackEnemy(); } } public override void LevelStart() { ResourceManager.Instance.MaximumPopulation += PopulationGiven * 2; base.LevelStart(); } public override void LevelDestroy() { ResourceManager.Instance.MaximumPopulation -= PopulationGiven * 2; base.LevelDestroy(); } void AttackEnemy() { //Attack Cooldown if (AttackInterval < AttackSpeedWait) { Animation.PlayAttackAnim(); AttackSpeedWait = 0f; } AttackSpeedWait += Time.deltaTime; } }