init 1.1.2

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2025-07-20 10:01:29 +08:00
commit 2afbbf9be4
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using UnityEngine;
namespace EmeraldAI
{
/// <summary>
/// Used through projectiles to cache effects so they can be enabled and disabled when needed.
/// </summary>
[System.Serializable]
public class ProjectileEffectsClass
{
public ParticleSystemRenderer EffectParticle;
public GameObject EffectObject;
public ProjectileEffectsClass(ParticleSystemRenderer m_EffectParticle, GameObject m_EffectObject)
{
EffectParticle = m_EffectParticle;
EffectObject = m_EffectObject;
}
}
}