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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<Enemy>().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<Projectile>().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<MorterShell>().SetMorterPhysics(currentTarget.GetComponent<Enemy>().GetFuturePosition(num));
gameObject.GetComponent<MorterShell>().blastRadius = base.blastRadius;
if (extraProjectileFX != null)
{
GameObject gameObject2 = Object.Instantiate(extraProjectileFX, gameObject.transform.position, gameObject.transform.rotation);
gameObject2.transform.SetParent(gameObject.transform);
gameObject2.GetComponent<ProjectileFX>().SetFX(base.bleedPercent, base.burnPercent, base.poisonPercent, base.slowPercent, consumesMana);
Projectile component = gameObject.GetComponent<Projectile>();
if (component.detachOnDestruction == null)
{
component.detachOnDestruction = gameObject2;
component.extraFX = gameObject2.GetComponent<ProjectileFX>();
}
}
}
}
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