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using UnityEngine;
public class ParticleParent : MonoBehaviour
{
public GameObject particleObject;
private ParticleSystem[] parts;
private Vector2[] particleSizes;
private void Start()
{
particleObject = Object.Instantiate(particleObject, base.transform.position, base.transform.rotation);
particleObject.transform.parent = base.transform;
parts = particleObject.GetComponentsInChildren<ParticleSystem>();
particleSizes = new Vector2[parts.Length];
for (int i = 0; i < parts.Length; i++)
{
particleSizes[i].x = parts[i].main.startSize.constantMin;
particleSizes[i].y = parts[i].main.startSize.constantMax;
}
}
private void Update()
{
}
public void Play(float damage, float multi)
{
for (int i = 0; i < parts.Length; i++)
{
ParticleSystem.MainModule mainModule = default(ParticleSystem.MainModule);
mainModule = parts[i].main;
float num = (1.5f + damage * 0.01f) * multi;
mainModule.startSize = new ParticleSystem.MinMaxCurve(particleSizes[i].x * num, particleSizes[i].y * num);
parts[i].Play();
}
}
}
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