add some extra assets FX and SFX
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62
Assets/PixPlays/Components/Scripts/VfxSystem/VfxData.cs
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62
Assets/PixPlays/Components/Scripts/VfxSystem/VfxData.cs
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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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namespace PixPlays.ElementalVFX
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{
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public class VfxData
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{
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public Vector3 Source => _sourceTransform != null ? _sourceTransform.position : _sourcePos;
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public Vector3 Target => _targetTransform != null ? _targetTransform.position : _targetPos;
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public Vector3 Ground => _groundTransform != null ? _groundTransform.position : _groundPos;
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public float Duration => _duration;
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public float Radius => _radius;
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private float _duration;
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private float _radius;
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private Transform _sourceTransform;
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private Transform _targetTransform;
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private Transform _groundTransform;
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private Vector3 _sourcePos;
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private Vector3 _targetPos;
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private Vector3 _groundPos;
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public VfxData(Vector3 source,Vector3 target,float duration,float radius)
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{
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_radius = radius;
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_sourcePos = source;
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_targetPos = target;
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_duration = duration;
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}
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public VfxData(Transform source, Vector3 target, float duration, float radius)
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{
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_radius = radius;
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_sourceTransform = source;
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_sourcePos = source.position;
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_targetPos = target;
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_duration = duration;
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}
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public VfxData(Transform source,Transform target,float duration,float radius)
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{
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_radius = radius;
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_sourceTransform = source;
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_targetTransform = target;
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_sourcePos = source.position;
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_targetPos = target.position;
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_duration = duration;
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}
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public void SetGround(Transform groundPoint)
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{
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_groundTransform = groundPoint;
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_groundPos = _groundTransform.position;
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}
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public void SetGround(Vector3 groundPos)
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{
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_groundPos = groundPos;
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}
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}
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}
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