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using UnityEngine;
public class SE_HealthUpgrade : StatusEffect
{
[Header("Health")]
public float m_moreHealth;
[Header("Stamina")]
public float m_moreStamina;
public EffectList m_upgradeEffect = new EffectList();
public override void Setup(Character character)
{
base.Setup(character);
}
public override void Stop()
{
base.Stop();
Player player = m_character as Player;
if ((bool)player)
{
if (m_moreHealth > 0f)
{
player.SetMaxHealth(m_character.GetMaxHealth() + m_moreHealth, flashBar: true);
player.SetHealth(m_character.GetMaxHealth());
}
if (m_moreStamina > 0f)
{
player.SetMaxStamina(m_character.GetMaxStamina() + m_moreStamina, flashBar: true);
}
m_upgradeEffect.Create(m_character.transform.position, Quaternion.identity);
}
}
}
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