// Token: 0x06001744 RID: 5956 RVA: 0x0006E7A0 File Offset: 0x0006C9A0 public static bool CanAffordSpawn(GameObject prefab) { VFXAttributes component = prefab.GetComponent <VFXAttributes>(); if (component) { int intensityScore = component.GetIntensityScore(); int num = VFXBudget.totalCost + intensityScore + VFXBudget.particleCostBias.value; switch (component.vfxPriority) { case VFXAttributes.VFXPriority.Low: return(Mathf.Pow((float)VFXBudget.lowPriorityCostThreshold.value / (float)num, VFXBudget.chanceFailurePower) > UnityEngine.Random.value); case VFXAttributes.VFXPriority.Medium: return(Mathf.Pow((float)VFXBudget.mediumPriorityCostThreshold.value / (float)num, VFXBudget.chanceFailurePower) > UnityEngine.Random.value); case VFXAttributes.VFXPriority.Always: return(true); } } return(true); }
// Token: 0x0600157C RID: 5500 RVA: 0x0005BA80 File Offset: 0x00059C80 public static bool CanAffordSpawn(VFXAttributes vfxAttributes) { if (vfxAttributes == null) { return(true); } int intensityScore = vfxAttributes.GetIntensityScore(); int num = VFXBudget.totalCost + intensityScore + VFXBudget.particleCostBias.value; switch (vfxAttributes.vfxPriority) { case VFXAttributes.VFXPriority.Low: return(Mathf.Pow((float)VFXBudget.lowPriorityCostThreshold.value / (float)num, VFXBudget.chanceFailurePower) > UnityEngine.Random.value); case VFXAttributes.VFXPriority.Medium: return(Mathf.Pow((float)VFXBudget.mediumPriorityCostThreshold.value / (float)num, VFXBudget.chanceFailurePower) > UnityEngine.Random.value); case VFXAttributes.VFXPriority.Always: return(true); default: return(true); } }