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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<BuildSlot>();
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);
}
}
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