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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();
		}
	}
}