Add fx fire and modify Beautify setup
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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 TileAnimation : MonoBehaviour{
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public int xFrames = 4;//horizontal frames
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public int yFrames = 4;//virtical frames
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public float speed;//How many frames per second?
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public bool billboard = true;//do we want to billboard this object?
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public Camera mainCamera;
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public bool useURPProps = true;
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private int frame = 0;//current frame of animation
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private Renderer rendererReference;
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private int randomStart;//to offset each instance of this animation
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void Awake () {
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rendererReference = gameObject.GetComponent<Renderer>();
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if (useURPProps )
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{
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rendererReference.materials[0].SetVector("TilingOffset", new Vector4(1.0f / xFrames, 1.0f / yFrames, 1f, 1f));
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}
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else
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{
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rendererReference.materials[0].mainTextureScale = new Vector2(1.0f / xFrames, 1.0f / yFrames);
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}
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if(billboard){
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if(!mainCamera){
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mainCamera = Camera.main;
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}
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}
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randomStart = (int)(Random.value*xFrames*yFrames);
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}
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void Update () {
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frame = (int)Mathf.Repeat(Mathf.FloorToInt(Time.time*speed) + randomStart, xFrames*yFrames);
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int xOffset = frame % xFrames;
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int yOffset = frame / xFrames;
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if (useURPProps)
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{
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rendererReference.materials[0].SetVector("TilingOffset", new Vector4(1.0f / xFrames, 1.0f / yFrames, xOffset / (xFrames * 1.0f), 1 - (yOffset + 1) / (yFrames * 1.0f)));
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}
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else
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{
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rendererReference.materials[0].mainTextureOffset = new Vector2(xOffset / (xFrames * 1.0f), 1 - (yOffset + 1) / (yFrames * 1.0f));
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}
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if(billboard){
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transform.LookAt(transform.position + mainCamera.transform.rotation * Vector3.forward,
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mainCamera.transform.rotation * Vector3.up);
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}
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}
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}
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