From a710fe192dd0fda2e778881409e002b345fed4ce Mon Sep 17 00:00:00 2001
From: Matti Loimaranta <makalo@utu.fi>
Date: Sun, 3 Mar 2019 15:05:12 +0200
Subject: [PATCH] Added music change based on population level as comment

---
 Assets/Scripts/Upgrades/PopulationUpgrade.cs | 23 +++++++++++++++++---
 1 file changed, 20 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/Upgrades/PopulationUpgrade.cs b/Assets/Scripts/Upgrades/PopulationUpgrade.cs
index f9fa3da..e53bb68 100644
--- a/Assets/Scripts/Upgrades/PopulationUpgrade.cs
+++ b/Assets/Scripts/Upgrades/PopulationUpgrade.cs
@@ -7,7 +7,7 @@ public class PopulationUpgrade : Upgrade
     // Start is called before the first frame update
     public void Start()
     {
-        maxLevelModifier = 10;
+        maxLevelModifier = 5;
     }
 
     // Update is called once per frame
@@ -21,10 +21,27 @@ public class PopulationUpgrade : Upgrade
         UpgradeTargets target = UpgradeTargets.population;
         City city = gameObject.GetComponent<City>();
         int currentLevel = city.GetLevel(target);
-
+        
+        /*
+        // Change music based on population level
+        switch (currentLevel)
+        {
+            case 3:
+                EventSystem.EventHappened(EventType.CityBig);
+                break;
+            case 4:
+                EventSystem.EventHappened(EventType.HuntingSmall);
+                break;
+            case 5:
+                EventSystem.EventHappened(EventType.HuntingBig);
+                break;
+            default:
+                break;
+        }
+        */
         if (currentLevel <= city.GetLevel(UpgradeTargets.city) * maxLevelModifier)
         {
-            city.UseResources(GetPrices(currentLevel));
+            city.UseResources(GetPrices(currentLevel + 1));
             city.AddPopulation(currentLevel * 10);
             Debug.Log("population upgraded");
         }
-- 
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