add some extra assets FX and SFX
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@@ -73,7 +73,7 @@ public class AIWayPointPatrolEditor : Editor
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EditorGUI.BeginChangeCheck ();
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Vector3 oldPoint = patrol.patrolList [i].wayPoints [j].position;
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var fmh_76_61_638979118401555415 = Quaternion.identity; Vector3 newPoint = Handles.FreeMoveHandle (oldPoint, patrol.handleRadius, new Vector3 (.25f, .25f, .25f), Handles.CircleHandleCap);
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var fmh_76_61_639102822662681111 = Quaternion.identity; Vector3 newPoint = Handles.FreeMoveHandle (oldPoint, patrol.handleRadius, new Vector3 (.25f, .25f, .25f), Handles.CircleHandleCap);
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if (EditorGUI.EndChangeCheck ()) {
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Undo.RecordObject (patrol.patrolList [i].wayPoints [j], "move Patrol Point Handle");
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patrol.patrolList [i].wayPoints [j].position = newPoint;
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@@ -94,7 +94,7 @@ public class AIWayPointPatrolEditor : Editor
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EditorGUI.BeginChangeCheck ();
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Vector3 oldPoint = patrol.patrolList [i].patrolTransform.position;
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var fmh_97_59_638979118401557535 = Quaternion.identity; Vector3 newPoint = Handles.FreeMoveHandle (oldPoint, patrol.handleRadius, new Vector3 (.25f, .25f, .25f), Handles.CircleHandleCap);
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var fmh_97_59_639102822662690651 = Quaternion.identity; Vector3 newPoint = Handles.FreeMoveHandle (oldPoint, patrol.handleRadius, new Vector3 (.25f, .25f, .25f), Handles.CircleHandleCap);
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if (EditorGUI.EndChangeCheck ()) {
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Undo.RecordObject (patrol.patrolList [i].patrolTransform, "move Patrol Parent Handle");
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