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-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators.meta9
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/CameraAnimation.controller67
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/CameraAnimation.controller.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/CameraShake.controller150
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/CameraShake.controller.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/RotateCamera.anim199
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/RotateCamera.anim.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/cameraShake.anim217
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/cameraShake.anim.meta10
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/cameraShakeIdle.anim145
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/cameraShakeIdle.anim.meta10
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_ac.controller265
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_ac.controller.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_light.anim199
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_light.anim.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_medium.anim199
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_medium.anim.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_none.anim175
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/animators/recoil_none.anim.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment.meta9
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/cube.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/cube.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/cubegun.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/cubegun.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/ground.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/ground.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/groundScrap.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/groundScrap.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/sphere.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/sphere.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/wall.mat81
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/example_scene_environment/wall.mat.meta8
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font.meta9
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font/LUCKIESTGUY_0.TTFbin0 -> 73728 bytes
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font/LUCKIESTGUY_0.TTF.meta21
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts.meta9
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs24
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta13
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs142
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta12
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs102
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta12
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs253
-rw-r--r--Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta12
44 files changed, 2853 insertions, 0 deletions
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diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font.meta
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diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font/LUCKIESTGUY_0.TTF b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/font/LUCKIESTGUY_0.TTF
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diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts.meta
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diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs
new file mode 100644
index 00000000..7ea397bf
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CameraShake : MonoBehaviour {
+
+ //public bool cameraShakeBool = true;
+ public Animator CamerShakeAnimator;
+
+ // Use this for initialization
+ void Start () {
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ public void ShakeCamera()
+ {
+ CamerShakeAnimator.SetTrigger("CameraShakeTrigger");
+ }
+}
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta
new file mode 100644
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diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs
new file mode 100644
index 00000000..ee62553b
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs
@@ -0,0 +1,142 @@
+using UnityEngine;
+using System.Collections;
+
+/* THIS CODE IS JUST FOR PREVIEW AND TESTING */
+// Feel free to use any code and picking on it, I cannot guaratnee it will fit into your project
+public class ExplodingProjectile : MonoBehaviour
+{
+ public GameObject impactPrefab;
+ public GameObject explosionPrefab;
+ public float thrust;
+
+ public Rigidbody thisRigidbody;
+
+ public GameObject particleKillGroup;
+ private Collider thisCollider;
+
+ public bool LookRotation = true;
+ public bool Missile = false;
+ public Transform missileTarget;
+ public float projectileSpeed;
+ public float projectileSpeedMultiplier;
+
+ public bool ignorePrevRotation = false;
+
+ public bool explodeOnTimer = false;
+ public float explosionTimer;
+ float timer;
+
+ private Vector3 previousPosition;
+
+ // Use this for initialization
+ void Start()
+ {
+ thisRigidbody = GetComponent<Rigidbody>();
+ if (Missile)
+ {
+ missileTarget = GameObject.FindWithTag("Target").transform;
+ }
+ thisCollider = GetComponent<Collider>();
+ previousPosition = transform.position;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ /* if(Input.GetButtonUp("Fire2"))
+ {
+ Explode();
+ }*/
+ timer += Time.deltaTime;
+ if (timer >= explosionTimer && explodeOnTimer == true)
+ {
+ Explode();
+ }
+
+ }
+
+ void FixedUpdate()
+ {
+ if (Missile)
+ {
+ projectileSpeed += projectileSpeed * projectileSpeedMultiplier;
+ // transform.position = Vector3.MoveTowards(transform.position, missileTarget.transform.position, 0);
+
+ transform.LookAt(missileTarget);
+
+ thisRigidbody.AddForce(transform.forward * projectileSpeed);
+ }
+
+ if (LookRotation && timer >= 0.05f)
+ {
+ transform.rotation = Quaternion.LookRotation(thisRigidbody.velocity);
+ }
+
+ CheckCollision(previousPosition);
+
+ previousPosition = transform.position;
+ }
+
+ void CheckCollision(Vector3 prevPos)
+ {
+ RaycastHit hit;
+ Vector3 direction = transform.position - prevPos;
+ Ray ray = new Ray(prevPos, direction);
+ float dist = Vector3.Distance(transform.position, prevPos);
+ if (Physics.Raycast(ray, out hit, dist))
+ {
+ transform.position = hit.point;
+ Quaternion rot = Quaternion.FromToRotation(Vector3.forward, hit.normal);
+ Vector3 pos = hit.point;
+ Instantiate(impactPrefab, pos, rot);
+ if (!explodeOnTimer && Missile == false)
+ {
+ Destroy(gameObject);
+ }
+ else if (Missile == true)
+ {
+ thisCollider.enabled = false;
+ particleKillGroup.SetActive(false);
+ thisRigidbody.velocity = Vector3.zero;
+ Destroy(gameObject, 5);
+ }
+
+ }
+ }
+
+ void OnCollisionEnter(Collision collision)
+ {
+ if (collision.gameObject.tag != "FX")
+ {
+ ContactPoint contact = collision.contacts[0];
+ Quaternion rot = Quaternion.FromToRotation(Vector3.forward, contact.normal);
+ if (ignorePrevRotation)
+ {
+ rot = Quaternion.Euler(0, 0, 0);
+ }
+ Vector3 pos = contact.point;
+ Instantiate(impactPrefab, pos, rot);
+ if (!explodeOnTimer && Missile == false)
+ {
+ Destroy(gameObject);
+ }
+ else if (Missile == true)
+ {
+
+ thisCollider.enabled = false;
+ particleKillGroup.SetActive(false);
+ thisRigidbody.velocity = Vector3.zero;
+
+ Destroy(gameObject, 5);
+
+ }
+ }
+ }
+
+ void Explode()
+ {
+ Instantiate(explosionPrefab, gameObject.transform.position, Quaternion.Euler(0, 0, 0));
+ Destroy(gameObject);
+ }
+
+} \ No newline at end of file
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta
new file mode 100644
index 00000000..c912e350
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 538d28f745155f34fba977c5c1026e39
+timeCreated: 1483283774
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs
new file mode 100644
index 00000000..69c939c6
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs
@@ -0,0 +1,102 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace StylizedProjectile
+{
+
+
+public class Projectile : MonoBehaviour
+{
+ private float disappearAfterTime = 3;
+ private float disappearTimer = 0;
+
+ private bool isActive = false;
+
+ // private MeshRenderer meshRenderer;
+
+ private Vector3 direction;
+ private Vector3 startPosition;
+
+ private float movementSpeed = 1;
+
+ private Vector3 targetPosition;
+
+ private float distanceToTarget;
+ private float movementValue;
+
+ // Use this for initialization
+ void Start ()
+ {
+ // We cache this for performance reasons, GetComponent is slow to do realtime
+ // meshRenderer = GetComponent<MeshRenderer>();
+ // meshRenderer = GetComponent<MeshRenderer>();
+ }
+
+ // Update is called once per frame
+ void Update () {
+ if (isActive) // Only update stuff if we're alive
+ {
+ disappearTimer += Time.deltaTime; // Increase disappear timer
+ if (disappearTimer > disappearAfterTime) // If we're alive too long, get rekt
+ {
+ disappearTimer = 0; // Reset timer
+ isActive = false; // Is not active anymore
+ // meshRenderer.enabled = false; // Disable meshrender so it's invisible
+ }
+
+
+ // 1/distanceToTarget is the calculation to move 1 unit per second, movementspeed defines how many units per second you want to move
+ movementValue += (1/distanceToTarget*movementSpeed) * Time.deltaTime;
+ if (movementValue > 1)
+ {
+ movementValue = 1;
+ Explode();
+ }
+ Move();
+
+ }
+ }
+
+ void Move()
+ {
+ // lerp goes from 0 to 1, 0 is startPosition, 1 is the targets position;
+ transform.position = Vector3.Lerp(startPosition, targetPosition, movementValue);
+ }
+
+ void MoveWithoutTargetHit()
+ {
+ transform.position += direction.normalized * movementSpeed;
+ }
+
+ public void Fire(Vector3 target, Vector3 spawnPosition, Vector3 Direction, float speed)
+ {
+ if (isActive) // If we're active, just return so we don't execute any code
+ return;
+
+ isActive = true; // Set active
+ disappearTimer = 0; // Reset timer just in case it's not reset
+ transform.position = spawnPosition; // set spawn position
+ // meshRenderer.enabled = true; // Enable meshrender so it's visible
+ movementSpeed = speed; // Units per second
+ direction = Direction.normalized; // Normalize the direction
+ targetPosition = target; // Set target transform - Can be null for continous movement without target
+ distanceToTarget = Vector3.Distance(targetPosition, transform.position);
+ startPosition = spawnPosition;
+ movementValue = 0;
+ }
+
+ // It gets here after it hits something
+ void Explode()
+ {
+ disappearTimer = 0; // Reset timer
+ isActive = false; // Is not active anymore
+ // meshRenderer.enabled = false; // Disable meshrender so it's invisible
+ }
+
+ public bool GetIsActive()
+ {
+ return isActive;
+ }
+}
+} \ No newline at end of file
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta
new file mode 100644
index 00000000..e7b30e7a
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 989960b1a1aad4b449f0051bdeb3d79f
+timeCreated: 1485807647
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs
new file mode 100644
index 00000000..86fc9fea
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs
@@ -0,0 +1,253 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+public class projectileActor : MonoBehaviour {
+
+ public Transform spawnLocator;
+ public Transform spawnLocatorMuzzleFlare;
+ public Transform shellLocator;
+ public Animator recoilAnimator;
+
+ public Transform[] shotgunLocator;
+
+ [System.Serializable]
+ public class projectile
+ {
+ public string name;
+ public Rigidbody bombPrefab;
+ public GameObject muzzleflare;
+ public float min, max;
+ public bool rapidFire;
+ public float rapidFireCooldown;
+
+ public bool shotgunBehavior;
+ public int shotgunPellets;
+ public GameObject shellPrefab;
+ public bool hasShells;
+ }
+ public projectile[] bombList;
+
+
+ string FauxName;
+ public Text UiText;
+
+ public bool UImaster = true;
+ public bool CameraShake = true;
+ public float rapidFireDelay;
+ public CameraShake CameraShakeCaller;
+
+ float firingTimer;
+ public bool firing;
+ public int bombType = 0;
+
+ // public ParticleSystem muzzleflare;
+
+ public bool swarmMissileLauncher = false;
+ int projectileSimFire = 1;
+
+ public bool Torque = false;
+ public float Tor_min, Tor_max;
+
+ public bool MinorRotate;
+ public bool MajorRotate = false;
+ int seq = 0;
+
+
+ // Use this for initialization
+ void Start ()
+ {
+ if (UImaster)
+ {
+ UiText.text = bombList[bombType].name.ToString();
+ }
+ if (swarmMissileLauncher)
+ {
+ projectileSimFire = 5;
+ }
+ }
+
+ // Update is called once per frame
+ void Update ()
+ {
+ //Movement
+ if(Input.GetButton("Horizontal"))
+ {
+ if (Input.GetAxis("Horizontal") < 0)
+ {
+ gameObject.transform.Rotate(Vector3.up, -25 * Time.deltaTime);
+ }
+ else
+ {
+ gameObject.transform.Rotate(Vector3.up, 25 * Time.deltaTime);
+ }
+ }
+
+ //BULLETS
+ if (Input.GetKeyDown(KeyCode.D))
+ {
+ Switch(-1);
+ }
+ if (Input.GetButtonDown("Fire2") || Input.GetKeyDown(KeyCode.A))
+ {
+ Switch(1);
+ }
+
+ if(Input.GetButtonDown("Fire1"))
+ {
+ firing = true;
+ Fire();
+ }
+ if (Input.GetButtonUp("Fire1"))
+ {
+ firing = false;
+ firingTimer = 0;
+ }
+
+ if (bombList[bombType].rapidFire && firing)
+ {
+ if(firingTimer > bombList[bombType].rapidFireCooldown+rapidFireDelay)
+ {
+ Fire();
+ firingTimer = 0;
+ }
+ }
+
+ if(firing)
+ {
+ firingTimer += Time.deltaTime;
+ }
+ }
+
+ public void Switch(int value)
+ {
+ bombType += value;
+ if (bombType < 0)
+ {
+ bombType = bombList.Length;
+ bombType--;
+ }
+ else if (bombType >= bombList.Length)
+ {
+ bombType = 0;
+ }
+ if (UImaster)
+ {
+ UiText.text = bombList[bombType].name.ToString();
+ }
+ }
+
+ public void Fire()
+ {
+ if(CameraShake)
+ {
+ CameraShakeCaller.ShakeCamera();
+ }
+ Instantiate(bombList[bombType].muzzleflare, spawnLocatorMuzzleFlare.position, spawnLocatorMuzzleFlare.rotation);
+ // bombList[bombType].muzzleflare.Play();
+
+ if (bombList[bombType].hasShells)
+ {
+ Instantiate(bombList[bombType].shellPrefab, shellLocator.position, shellLocator.rotation);
+ }
+ recoilAnimator.SetTrigger("recoil_trigger");
+
+ Rigidbody rocketInstance;
+ rocketInstance = Instantiate(bombList[bombType].bombPrefab, spawnLocator.position,spawnLocator.rotation) as Rigidbody;
+ // Quaternion.Euler(0,90,0)
+ rocketInstance.AddForce(spawnLocator.forward * Random.Range(bombList[bombType].min, bombList[bombType].max));
+
+ if (bombList[bombType].shotgunBehavior)
+ {
+ for(int i = 0; i < bombList[bombType].shotgunPellets ;i++ )
+ {
+ Rigidbody rocketInstanceShotgun;
+ rocketInstanceShotgun = Instantiate(bombList[bombType].bombPrefab, shotgunLocator[i].position, shotgunLocator[i].rotation) as Rigidbody;
+ // Quaternion.Euler(0,90,0)
+ rocketInstanceShotgun.AddForce(shotgunLocator[i].forward * Random.Range(bombList[bombType].min, bombList[bombType].max));
+ }
+ }
+
+ if (Torque)
+ {
+ rocketInstance.AddTorque(spawnLocator.up * Random.Range(Tor_min, Tor_max));
+ }
+ if (MinorRotate)
+ {
+ RandomizeRotation();
+ }
+ if (MajorRotate)
+ {
+ Major_RandomizeRotation();
+ }
+ }
+
+
+ void RandomizeRotation()
+ {
+ if (seq == 0)
+ {
+ seq++;
+ transform.Rotate(0, 1, 0);
+ }
+ else if (seq == 1)
+ {
+ seq++;
+ transform.Rotate(1, 1, 0);
+ }
+ else if (seq == 2)
+ {
+ seq++;
+ transform.Rotate(1, -3, 0);
+ }
+ else if (seq == 3)
+ {
+ seq++;
+ transform.Rotate(-2, 1, 0);
+ }
+ else if (seq == 4)
+ {
+ seq++;
+ transform.Rotate(1, 1, 1);
+ }
+ else if (seq == 5)
+ {
+ seq = 0;
+ transform.Rotate(-1, -1, -1);
+ }
+ }
+
+ void Major_RandomizeRotation()
+ {
+ if (seq == 0)
+ {
+ seq++;
+ transform.Rotate(0, 25, 0);
+ }
+ else if (seq == 1)
+ {
+ seq++;
+ transform.Rotate(0, -50, 0);
+ }
+ else if (seq == 2)
+ {
+ seq++;
+ transform.Rotate(0, 25, 0);
+ }
+ else if (seq == 3)
+ {
+ seq++;
+ transform.Rotate(25, 0, 0);
+ }
+ else if (seq == 4)
+ {
+ seq++;
+ transform.Rotate(-50, 0, 0);
+ }
+ else if (seq == 5)
+ {
+ seq = 0;
+ transform.Rotate(25, 0, 0);
+ }
+ }
+}
diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta
new file mode 100644
index 00000000..682e1742
--- /dev/null
+++ b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta
@@ -0,0 +1,12 @@
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+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: