9 Years Ago
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