using System.Collections.Generic; using System.Linq; using RoR2; using UnityEngine; namespace EntityStates.SiphonItem; public class BaseSiphonItemState : BaseBodyAttachmentState { private List FXParticles = new List(); protected int GetItemStack() { if (!base.attachedBody || !base.attachedBody.inventory) { return 1; } return base.attachedBody.inventory.GetItemCount(RoR2Content.Items.SiphonOnLowHealth); } public override void OnEnter() { base.OnEnter(); FXParticles = base.gameObject.GetComponentsInChildren().ToList(); } public void TurnOffHealingFX() { for (int i = 0; i < FXParticles.Count; i++) { ParticleSystem.EmissionModule emission = FXParticles[i].emission; emission.enabled = false; } } public void TurnOnHealingFX() { for (int i = 0; i < FXParticles.Count; i++) { ParticleSystem.EmissionModule emission = FXParticles[i].emission; emission.enabled = true; } } }