init 1.1.2
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using UnityEngine;
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namespace EmeraldAI
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{
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/// <summary>
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/// Used through projectiles to cache effects so they can be enabled and disabled when needed.
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/// </summary>
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[System.Serializable]
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public class ProjectileEffectsClass
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{
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public ParticleSystemRenderer EffectParticle;
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public GameObject EffectObject;
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public ProjectileEffectsClass(ParticleSystemRenderer m_EffectParticle, GameObject m_EffectObject)
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{
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EffectParticle = m_EffectParticle;
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EffectObject = m_EffectObject;
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}
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}
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}
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