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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<Projectile>().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<Landmine>().blastRadius = base.blastRadius;
obj.GetComponent<Landmine>().SetEndPosition(endPosition);
}
}
}
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