using UnityEngine; public class Encampment : Dropper { protected override void Fire() { if (consumesMana) { int manaCost = (int)((float)base.damage * manaConsumptionRate); if (!ResourceManager.instance.CheckMana(manaCost)) { return; } ResourceManager.instance.SpendMana(manaCost); } if (dropPoints.Length != 0) { Vector2 vector = dropPoints[Random.Range(0, dropPoints.Length)]; Vector3 endPosition = new Vector3(vector.x + Random.Range(-0.125f, 0.125f) + base.transform.position.x, 0f, vector.y + Random.Range(-0.125f, 0.125f) + base.transform.position.z); GameObject obj = Object.Instantiate(projectile, base.transform.position, Quaternion.identity); obj.GetComponent().SetStats(towerType, null, projectileSpeed, base.damage, base.healthDamage, base.armorDamage, base.shieldDamage, base.slowPercent, base.bleedPercent, base.burnPercent, base.poisonPercent, base.critChance, base.stunChance); obj.GetComponent().blastRadius = base.blastRadius; obj.GetComponent().SetEndPosition(endPosition); } } }