using System; using UnityEngine; namespace RoR2; [RequireComponent(typeof(EffectComponent))] public class CoinBehavior : MonoBehaviour { [Serializable] public struct CoinTier { public ParticleSystem particleSystem; public int valuePerCoin; } public int originalCoinCount; public CoinTier[] coinTiers; private void Start() { originalCoinCount = (int)GetComponent().effectData.genericFloat; int num = originalCoinCount; for (int i = 0; i < coinTiers.Length; i++) { CoinTier coinTier = coinTiers[i]; int num2 = 0; while (num >= coinTier.valuePerCoin) { num -= coinTier.valuePerCoin; num2++; } if (num2 > 0) { ParticleSystem.EmissionModule emission = coinTier.particleSystem.emission; emission.enabled = true; emission.SetBursts(new ParticleSystem.Burst[1] { new ParticleSystem.Burst(0f, num2) }); coinTier.particleSystem.gameObject.SetActive(value: true); } } } }