add some extra assets FX and SFX
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52
Assets/PixPlays/Components/Scripts/VFXTester.cs
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52
Assets/PixPlays/Components/Scripts/VFXTester.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace PixPlays.ElementalVFX
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{
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public class VFXTester : MonoBehaviour
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{
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[System.Serializable]
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public class TestingData
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{
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public string Name;
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public AnimationClip clip;
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public float VfxSpawnDelay;
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public BindingPointType Source;
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public float _Duration;
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public float _Radius;
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public BaseVfx VFX;
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}
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[SerializeField] List<TestingData> _Data;
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[SerializeField] Character _Character;
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[SerializeField] string _CurrentData;
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[SerializeField] private Button _ActivateButton;
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private int index = 0;
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private void Start()
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{
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_ActivateButton.onClick.AddListener(OnActivateButtonClicked);
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}
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private void OnActivateButtonClicked()
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{
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StartCoroutine(Coroutine_Spawn());
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}
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IEnumerator Coroutine_Spawn()
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{
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_Character.PlayAnimation("New Animation", _Data[index].clip);
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yield return new WaitForSeconds(_Data[index].VfxSpawnDelay);
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BaseVfx go = Instantiate(_Data[index].VFX);
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Transform sourcePoint = _Character.BindingPoints.GetBindingPoint(_Data[index].Source);
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var vfxData = new VfxData(sourcePoint, _Character.GetTarget(), _Data[index]._Duration, _Data[index]._Radius);
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vfxData.SetGround(_Character.BindingPoints.GetBindingPoint(BindingPointType.Ground));
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go.Play(vfxData);
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}
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}
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}
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