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Tier2.cs
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using System;
using System.Linq;
using BTD_Mod_Helper.Api.Enums;
using BTD_Mod_Helper.Extensions;
using Il2Cpp;
using Il2CppAssets.Scripts.Models.GenericBehaviors;
using Il2CppAssets.Scripts.Models.Towers;
using Il2CppAssets.Scripts.Models.Towers.Filters;
using Il2CppAssets.Scripts.Unity;
using PathsPlusPlus;
namespace TornadoWizards;
public class LightningBolt : UpgradePlusPlus<TornadoWizardPath>
{
public override int Cost => 1020;
public override int Tier => 2;
public override string Portrait => "Wizard2";
public override string Description => "Unleashes the power of lightning to zap many Bloons at once in a chain.";
public override void ApplyUpgrade(TowerModel towerModel, int tier)
{
var druid = Game.instance.model.GetTower(TowerType.Druid, Math.Min(tier, 5));
var lightning = druid.GetAttackModel().weapons.First(w => w.name == "WeaponModel_Lightning").Duplicate();
lightning.animation = 1;
lightning.projectile.GetDamageModel().immuneBloonProperties &= ~BloonProperties.Purple;
if (towerModel.appliedUpgrades.Contains(UpgradeType.MonkeySense))
{
lightning.GetDescendants<FilterInvisibleModel>().ForEach(model => model.isActive = false);
}
towerModel.GetAttackModel().AddWeapon(lightning);
if (IsHighestUpgrade(towerModel))
{
towerModel.display = towerModel.GetBehavior<DisplayModel>().display =
Game.instance.model.GetTower(TowerType.WizardMonkey, 0, 0, 1).display;
}
}
}