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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-side bridge that hands authored VFX prefabs (GabrielAguiar Shuriken systems) to
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/// <see cref="CombatFeedbackSystem"/>. Mirrors the <see cref="PrototypeCameraRig"/> pattern: a MonoBehaviour
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/// in the bootstrap scene exposes a static <see cref="Instance"/> the client presentation system reads.
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/// Any field left null falls back to the procedural particle burst, so the game still runs without it.
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/// </summary>
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public class VFXConfig : MonoBehaviour
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{
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public static VFXConfig Instance { get; private set; }
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[Header("Combat VFX (one-shot Shuriken prefabs)")]
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[Tooltip("Spawned at the player muzzle on each shot.")]
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public GameObject Muzzle;
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[Tooltip("Follows each in-flight projectile ghost; destroyed when the projectile despawns.")]
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public GameObject ProjectileTrail;
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[Tooltip("Spawned at a damaged target on each hit.")]
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public GameObject Hit;
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[Tooltip("Spawned at a Husk's last position when it dies.")]
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public GameObject EnemyDeath;
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[Tooltip("Spawned when the local player drops to 0 HP (falls back to EnemyDeath if null).")]
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public GameObject PlayerDeath;
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void Awake()
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{
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Instance = this;
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}
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void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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}
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}
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