Fixed issue with entities not being destroyed when they dont have a smartobject component
Moved BuildingSkin out to it's own file, added skeleton for BuildingState
Added MachineProcessEffect monobehaviour to track and manage effects created by Machines
MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing)
FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect)
Cleaned up FX_Fire prefab a bit
Basic effects stuff in MachineProcess