r2mods/ilspy_dump/ror2_csproj/RoR2/CoinBehavior.cs

47 lines
968 B
C#

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<EffectComponent>().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);
}
}
}
}