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using UnityEngine; | |
using UniRx; | |
using System; | |
using System.Linq; | |
public class DamageVolumePlayer : MonoBehaviour { | |
// Health should live in a different component. Just here for simplicity | |
public FloatReactiveProperty Health = new FloatReactiveProperty(100); | |
public float DamagePerSecond = 1.0f; |
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using UnityEngine; | |
using UniRx; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class SwitchGarbage : MonoBehaviour { | |
void Start() { |
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