using UnityEngine; public class Morter : Tower { protected override void AimTurret() { } protected override void Fire() { if (consumesMana) { int manaCost = (int)((float)base.damage * finalManaConsumption); if (!ResourceManager.instance.CheckMana(manaCost)) { return; } ResourceManager.instance.SpendMana(manaCost); } float num = projectileSpeed * Mathf.Clamp(Vector3.SqrMagnitude(currentTarget.transform.position - base.transform.position) / (2f * baseRange * baseRange), 1f, float.MaxValue); Vector3 vector = currentTarget.GetComponent().GetFuturePosition(num) - turret.transform.position; GameObject gameObject = Object.Instantiate(rotation: Quaternion.LookRotation(new Vector3(vector.x, 0f, vector.z), Vector3.up), original: projectile, position: muzzle.position); gameObject.GetComponent().SetStats(towerType, currentTarget, num, base.damage, base.healthDamage, base.armorDamage, base.shieldDamage, base.slowPercent, base.bleedPercent, base.burnPercent, base.poisonPercent, base.critChance, base.stunChance); gameObject.GetComponent().SetMorterPhysics(currentTarget.GetComponent().GetFuturePosition(num)); gameObject.GetComponent().blastRadius = base.blastRadius; if (extraProjectileFX != null) { GameObject gameObject2 = Object.Instantiate(extraProjectileFX, gameObject.transform.position, gameObject.transform.rotation); gameObject2.transform.SetParent(gameObject.transform); gameObject2.GetComponent().SetFX(base.bleedPercent, base.burnPercent, base.poisonPercent, base.slowPercent, consumesMana); Projectile component = gameObject.GetComponent(); if (component.detachOnDestruction == null) { component.detachOnDestruction = gameObject2; component.extraFX = gameObject2.GetComponent(); } } } }