using UnityEngine; public class PerkHpModifyer : MonoBehaviour { public Equippable requiredPerk; public float hpMultiplyer; public Hp hp; private void Start() { if (PerkManager.IsEquipped(requiredPerk)) { BuildSlot componentInParent = GetComponentInParent(); if ((bool)componentInParent) { foreach (BuildSlot.Upgrade upgrade in componentInParent.Upgrades) { foreach (BuildSlot.UpgradeBranch upgradeBranch in upgrade.upgradeBranches) { upgradeBranch.hpChange = Mathf.RoundToInt((float)upgradeBranch.hpChange * hpMultiplyer); } } } hp.maxHp *= hpMultiplyer; hp.Heal(float.MaxValue); } Object.Destroy(this); } }