using System;
using UnityEngine;

public class RayHitReflect : RayHitEffect
{
	private MoveTransform move;

	private ProjectileHit projHit;

	public int reflects = 1;

	public float speedM = 1f;

	public float dmgM = 1f;

	[HideInInspector]
	public float timeOfBounce = -10000f;

	public Action<HitInfo> reflectAction;

	private void Start()
	{
		move = GetComponent<MoveTransform>();
		projHit = GetComponent<ProjectileHit>();
	}

	public override HasToReturn DoHitEffect(HitInfo hit)
	{
		if ((bool)hit.transform && (bool)hit.transform.GetComponent<Player>())
		{
			reflects -= 10;
		}
		if (reflects <= 0)
		{
			return HasToReturn.canContinue;
		}
		if (reflectAction != null)
		{
			reflectAction(hit);
		}
		move.velocity = Vector2.Reflect(move.velocity, hit.normal);
		move.velocity *= speedM;
		projHit.damage *= dmgM;
		projHit.shake *= dmgM;
		if (dmgM > 1f)
		{
			float num = dmgM - 1f;
			num *= 0.6f;
			dmgM = num + 1f;
			ScaleTrailFromDamage componentInChildren = GetComponentInChildren<ScaleTrailFromDamage>();
			if ((bool)componentInChildren)
			{
				componentInChildren.Rescale();
			}
		}
		timeOfBounce = Time.time;
		base.transform.position = (Vector3)hit.point + move.velocity.normalized * 0.1f;
		reflects--;
		return HasToReturn.hasToReturn;
	}
}