Mob feautures
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158
ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab
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ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab
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7
ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab.meta
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ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab.meta
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8
ldjam50/Assets/Scripts/Abilities.meta
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ldjam50/Assets/Scripts/Abilities.meta
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34
ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs
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ldjam50/Assets/Scripts/Abilities/Ultraviolet.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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public class Ultraviolet : MonoBehaviour
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{
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[SerializeField] private GameObject beam;
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[SerializeField] private float rotationSpeed;
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[SerializeField] private float damage;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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//beam.transform.rotation.eulerAngles += new Vector3(0, 0 0.2f);
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beam.transform.Rotate(new Vector3(0,0,1), rotationSpeed * Time.deltaTime);
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}
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void OnTriggerEnter2D(Collider2D col)
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{
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Debug.Log("PIZDAAAAAA");
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if (col.gameObject.CompareTag("Mob"))
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{
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Debug.Log("PIZDAAAAAA");
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col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
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}
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}
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}
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ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs.meta
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ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs.meta
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@ -48,8 +48,8 @@ public StatReturn GetStats()
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return stats;
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return stats;
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}
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}
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public void ApplyDamage(float newDamage)
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public void ApplyDamage(float damage)
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{
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{
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damage += newDamage;
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health -= damage;
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}
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}
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}
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}
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@ -1,7 +1,9 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Globalization;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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public class Mob : MonoBehaviour
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public class Mob : MonoBehaviour
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{
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{
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@ -9,20 +11,28 @@ public class Mob : MonoBehaviour
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[SerializeField] private OverMind overMind;
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[SerializeField] private OverMind overMind;
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[SerializeField] private float moveSpeed;
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[SerializeField] private float moveSpeed;
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[SerializeField] private float health;
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[SerializeField] private float damage;
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[SerializeField] private float minDist;
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[SerializeField] private float minDist;
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[SerializeField] private float maxDist;
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[SerializeField] private float maxDist;
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//private Character character;
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// Start is called before the first frame update
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[SerializeField] private TextMesh healthText;
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void Start()
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public void ApplyDamage(float damage)
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{
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{
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health -= damage;
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if (health < 0)
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{
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overMind.DeathGoToPull(gameObject);
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}
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healthText.text = health.ToString(CultureInfo.InvariantCulture);
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//transform.LookAt(characterObject.transform);
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//transform.LookAt(characterObject.transform);
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if (Vector3.Distance(transform.position, characterObject.transform.position) >= minDist)
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if (Vector3.Distance(transform.position, characterObject.transform.position) >= minDist)
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@ -69,17 +79,21 @@ void Update()
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}
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}
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void OnTriggerEnter2D(Collider2D col)
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void OnTriggerEnter2D(Collider2D col)
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{
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{
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Debug.Log("PIZDAAAAAA");
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if (col.gameObject.CompareTag("Character"))
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{
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characterObject.GetComponent<Character>().SendMessage("ApplyDamage", damage);
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overMind.DeathGoToPull(gameObject);
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overMind.DeathGoToPull(gameObject);
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}
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}
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//Debug.Log("PIZDAAAAAA");
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private void Death()
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{
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}
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}
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public void SetupMob(OverMind.MobParameters mobParameters)
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public void SetupMob(OverMind.MobParameters mobParameters)
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{
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{
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characterObject = mobParameters.Character;
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characterObject = mobParameters.Character;
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moveSpeed = mobParameters.MoveSpeed;
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moveSpeed = mobParameters.MoveSpeed;
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overMind = mobParameters.OverMind;
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overMind = mobParameters.OverMind;
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health = mobParameters.Health;
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damage = mobParameters.Damage;
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}
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}
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}
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}
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@ -10,6 +10,8 @@ public class OverMind : MonoBehaviour
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[SerializeField] private GameObject characterObject;
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[SerializeField] private GameObject characterObject;
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[SerializeField] private float mobMoveSpeed;
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[SerializeField] private float mobMoveSpeed;
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[SerializeField] private float mobHealth;
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[SerializeField] private float mobDamage;
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[SerializeField] private GameObject mobPull;
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[SerializeField] private GameObject mobPull;
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[SerializeField] private GameObject activeMobs;
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[SerializeField] private GameObject activeMobs;
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@ -32,6 +34,8 @@ public struct MobParameters
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public float MoveSpeed;
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public float MoveSpeed;
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public GameObject Character;
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public GameObject Character;
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public OverMind OverMind;
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public OverMind OverMind;
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public float Health;
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public float Damage;
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}
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}
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void Start()
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void Start()
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@ -101,7 +105,9 @@ private void PreHeaterSpawn()
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{
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{
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MoveSpeed = mobMoveSpeed,
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MoveSpeed = mobMoveSpeed,
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Character = characterObject,
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Character = characterObject,
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OverMind = this
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OverMind = this,
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Health = mobHealth,
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Damage = mobDamage,
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};
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};
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newMob.GetComponent<Mob>().SetupMob(newMobParameters);
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newMob.GetComponent<Mob>().SetupMob(newMobParameters);
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@ -125,7 +131,7 @@ IEnumerator spawnMobsCourutine()
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{
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{
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while(true)
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while(true)
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{
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{
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Debug.Log ("OnCoroutine: "+(int)Time.time);
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//Debug.Log ("OnCoroutine: "+(int)Time.time);
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yield return new WaitForSeconds(1f);
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yield return new WaitForSeconds(1f);
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var mobToSpawn = mobPull.transform.GetChild(0);
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var mobToSpawn = mobPull.transform.GetChild(0);
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@ -5,6 +5,7 @@ TagManager:
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serializedVersion: 2
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serializedVersion: 2
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tags:
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tags:
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- Character
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- Character
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- Mob
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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