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diff --git a/Assets/EffectExamples/Shared/Scripts.meta b/Assets/EffectExamples/Shared/Scripts.meta
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diff --git a/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs
new file mode 100644
index 0000000..3b8f53a
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs
@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DecalDestroyer : MonoBehaviour {
+
+ public float lifeTime = 5.0f;
+
+ private IEnumerator Start()
+ {
+ yield return new WaitForSeconds(lifeTime);
+ Destroy(gameObject);
+ }
+}
diff --git a/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs.meta b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs.meta
new file mode 100644
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diff --git a/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs
new file mode 100644
index 0000000..1a152a3
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs
@@ -0,0 +1,86 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+///
+/// This simulate an extinguishable fire,
+///
+public class ExtinguishableFire : MonoBehaviour
+{
+ public ParticleSystem fireParticleSystem;
+ public ParticleSystem smokeParticleSystem;
+
+ protected bool m_isExtinguished;
+
+ const float m_FireStartingTime = 2.0f;
+
+ private void Start()
+ {
+ m_isExtinguished = true;
+
+ smokeParticleSystem.Stop();
+ fireParticleSystem.Stop();
+
+ StartCoroutine(StartingFire());
+ }
+
+ public void Extinguish()
+ {
+ if (m_isExtinguished)
+ return;
+
+ m_isExtinguished = true;
+ StartCoroutine(Extinguishing());
+ }
+
+ IEnumerator Extinguishing()
+ {
+ fireParticleSystem.Stop();
+ smokeParticleSystem.time = 0;
+ smokeParticleSystem.Play();
+
+ float elapsedTime = 0.0f;
+ while (elapsedTime < m_FireStartingTime)
+ {
+ float ratio = Mathf.Max(0.0f, 1.0f - (elapsedTime / m_FireStartingTime));
+
+ fireParticleSystem.transform.localScale = Vector3.one * ratio;
+
+ yield return null;
+
+ elapsedTime += Time.deltaTime;
+ }
+
+ yield return new WaitForSeconds(2.0f);
+
+ smokeParticleSystem.Stop();
+ fireParticleSystem.transform.localScale = Vector3.one;
+
+ yield return new WaitForSeconds(4.0f);
+
+ StartCoroutine(StartingFire());
+ }
+
+ IEnumerator StartingFire()
+ {
+ smokeParticleSystem.Stop();
+ fireParticleSystem.time = 0;
+ fireParticleSystem.Play();
+
+ float elapsedTime = 0.0f;
+ while (elapsedTime < m_FireStartingTime)
+ {
+ float ratio = Mathf.Min(1.0f, (elapsedTime / m_FireStartingTime));
+
+ fireParticleSystem.transform.localScale = Vector3.one * ratio;
+
+ yield return null;
+
+ elapsedTime += Time.deltaTime;
+ }
+
+ fireParticleSystem.transform.localScale = Vector3.one;
+ m_isExtinguished = false;
+ }
+}
diff --git a/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs.meta b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs.meta
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diff --git a/Assets/EffectExamples/Shared/Scripts/GunAim.cs b/Assets/EffectExamples/Shared/Scripts/GunAim.cs
new file mode 100644
index 0000000..5500c94
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/GunAim.cs
@@ -0,0 +1,44 @@
+using UnityEngine;
+using System.Collections;
+
+public class GunAim:MonoBehaviour
+{
+ public int borderLeft;
+ public int borderRight;
+ public int borderTop;
+ public int borderBottom;
+
+ private Camera parentCamera;
+ private bool isOutOfBounds;
+
+ void Start ()
+ {
+ parentCamera = GetComponentInParent();
+ }
+
+ void Update()
+ {
+ float mouseX = Input.mousePosition.x;
+ float mouseY = Input.mousePosition.y;
+
+ if (mouseX <= borderLeft || mouseX >= Screen.width - borderRight || mouseY <= borderBottom || mouseY >= Screen.height - borderTop)
+ {
+ isOutOfBounds = true;
+ }
+ else
+ {
+ isOutOfBounds = false;
+ }
+
+ if (!isOutOfBounds)
+ {
+ transform.LookAt(parentCamera.ScreenToWorldPoint (new Vector3(mouseX, mouseY, 5.0f)));
+ }
+ }
+
+ public bool GetIsOutOfBounds()
+ {
+ return isOutOfBounds;
+ }
+}
+
diff --git a/Assets/EffectExamples/Shared/Scripts/GunAim.cs.meta b/Assets/EffectExamples/Shared/Scripts/GunAim.cs.meta
new file mode 100644
index 0000000..9f9e24b
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diff --git a/Assets/EffectExamples/Shared/Scripts/GunShoot.cs b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs
new file mode 100644
index 0000000..bfd2cc2
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs
@@ -0,0 +1,93 @@
+using UnityEngine;
+using System.Collections;
+using Random = UnityEngine.Random;
+
+public class GunShoot : MonoBehaviour {
+
+ public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire
+ public float weaponRange = 20f; // Distance in Unity units over which the player can fire
+
+ public Transform gunEnd;
+ public ParticleSystem muzzleFlash;
+ public ParticleSystem cartridgeEjection;
+
+ public GameObject metalHitEffect;
+ public GameObject sandHitEffect;
+ public GameObject stoneHitEffect;
+ public GameObject waterLeakEffect;
+ public GameObject waterLeakExtinguishEffect;
+ public GameObject[] fleshHitEffects;
+ public GameObject woodHitEffect;
+
+ private float nextFire; // Float to store the time the player will be allowed to fire again, after firing
+ private Animator anim;
+ private GunAim gunAim;
+
+ void Start ()
+ {
+ anim = GetComponent ();
+ gunAim = GetComponentInParent();
+ }
+
+ void Update ()
+ {
+ if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !gunAim.GetIsOutOfBounds())
+ {
+ nextFire = Time.time + fireRate;
+ muzzleFlash.Play();
+ cartridgeEjection.Play();
+ anim.SetTrigger ("Fire");
+
+ Vector3 rayOrigin = gunEnd.position;
+ RaycastHit hit;
+ if (Physics.Raycast(rayOrigin, gunEnd.forward, out hit, weaponRange))
+ {
+ HandleHit(hit);
+ }
+ }
+ }
+
+ void HandleHit(RaycastHit hit)
+ {
+ if(hit.collider.sharedMaterial != null)
+ {
+ string materialName = hit.collider.sharedMaterial.name;
+
+ switch(materialName)
+ {
+ case "Metal":
+ SpawnDecal(hit, metalHitEffect);
+ break;
+ case "Sand":
+ SpawnDecal(hit, sandHitEffect);
+ break;
+ case "Stone":
+ SpawnDecal(hit, stoneHitEffect);
+ break;
+ case "WaterFilled":
+ SpawnDecal(hit, waterLeakEffect);
+ SpawnDecal(hit, metalHitEffect);
+ break;
+ case "Wood":
+ SpawnDecal(hit, woodHitEffect);
+ break;
+ case "Meat":
+ SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]);
+ break;
+ case "Character":
+ SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]);
+ break;
+ case "WaterFilledExtinguish":
+ SpawnDecal(hit, waterLeakExtinguishEffect);
+ SpawnDecal(hit, metalHitEffect);
+ break;
+ }
+ }
+ }
+
+ void SpawnDecal(RaycastHit hit, GameObject prefab)
+ {
+ GameObject spawnedDecal = GameObject.Instantiate(prefab, hit.point, Quaternion.LookRotation(hit.normal));
+ spawnedDecal.transform.SetParent(hit.collider.transform);
+ }
+}
\ No newline at end of file
diff --git a/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta
new file mode 100644
index 0000000..8361917
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+++ b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta
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diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs
new file mode 100644
index 0000000..8b21d50
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs
@@ -0,0 +1,34 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+///
+/// This script demonstrate how to use the particle system collision callback.
+/// The sample using it is the "Extinguish" prefab. It use a second, non displayed
+/// particle system to lighten the load of collision detection.
+///
+public class ParticleCollision : MonoBehaviour
+{
+ private List m_CollisionEvents = new List();
+ private ParticleSystem m_ParticleSystem;
+
+
+ private void Start()
+ {
+ m_ParticleSystem = GetComponent();
+ }
+
+
+ private void OnParticleCollision(GameObject other)
+ {
+ int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents);
+ for (int i = 0; i < numCollisionEvents; ++i)
+ {
+ var col = m_CollisionEvents[i].colliderComponent;
+
+ var fire = col.GetComponent();
+ if (fire != null)
+ fire.Extinguish();
+ }
+ }
+}
diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs.meta
new file mode 100644
index 0000000..80d58bf
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diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs
new file mode 100644
index 0000000..05a813c
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs
@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[System.Serializable]
+public class ParticleExamples {
+
+ public string title;
+ [TextArea]
+ public string description;
+ public bool isWeaponEffect;
+ public GameObject particleSystemGO;
+ public Vector3 particlePosition, particleRotation;
+}
diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs.meta
new file mode 100644
index 0000000..b2cbb7c
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diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs
new file mode 100644
index 0000000..db6adf5
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs
@@ -0,0 +1,58 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class ParticleMenu : MonoBehaviour {
+
+ // our ParticleExamples class being turned into an array of things that can be referenced
+ public ParticleExamples[] particleSystems;
+
+ // the gun GameObject
+ public GameObject gunGameObject;
+
+ // a private integer to store the current position in the array
+ private int currentIndex;
+
+ // the currently shown prefab game object
+ private GameObject currentGO;
+
+ // where to spawn prefabs
+ public Transform spawnLocation;
+
+ // references to the UI Text components
+ public Text title;
+ public Text description;
+ public Text navigationDetails;
+
+ // setting up the first menu item and resetting the currentIndex to ensure it's at zero
+ void Start()
+ {
+ Navigate (0);
+ currentIndex = 0;
+ }
+
+
+ // our public function that gets called by our menu's buttons
+ public void Navigate(int i){
+
+ // set the current position in the array to the next or previous position depending on whether i is -1 or 1, defined in our button event
+ currentIndex = (particleSystems.Length + currentIndex + i) % particleSystems.Length;
+
+ // check if there is a currentGO, if there is (if its not null), then destroy it to make space for the new one..
+ if(currentGO != null)
+ Destroy (currentGO);
+
+ // ..spawn the relevant game object based on the array of potential game objects, according to the current index (position in the array)
+ currentGO = Instantiate (particleSystems[currentIndex].particleSystemGO, spawnLocation.position + particleSystems[currentIndex].particlePosition, Quaternion.Euler(particleSystems[currentIndex].particleRotation)) as GameObject;
+
+ // only activate the gun GameObject if the current effect is a weapon effect
+ gunGameObject.SetActive (particleSystems[currentIndex].isWeaponEffect);
+
+ // setup the UI texts according to the strings in the array
+ title.text = particleSystems [currentIndex].title;
+ description.text = particleSystems [currentIndex].description;
+ navigationDetails.text = "" + (currentIndex+1) + " out of " + particleSystems.Length.ToString();
+
+ }
+}
diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs.meta
new file mode 100644
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diff --git a/Assets/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader b/Assets/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
new file mode 100644
index 0000000..976f8ff
--- /dev/null
+++ b/Assets/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
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+Shader "Custom/SurfaceShader_VC" {
+ Properties{
+ _Color("Color", Color) = (1,1,1,1)
+ _MainTex("Albedo (RGB)", 2D) = "white" {}
+ _Normal("Normap Map", 2D) = "bump" {}
+
+ }
+ SubShader{
+ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
+ LOD 200
+ Blend One OneMinusSrcAlpha
+
+ CGPROGRAM
+ // Physically based Standard lighting model, and enable shadows on all light types
+#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
+
+ // Use shader model 3.0 target, to get nicer looking lighting
+#pragma target 3.0
+
+ sampler2D _MainTex;
+ sampler2D _Normal;
+
+ struct Input {
+ float2 uv_MainTex;
+ float4 vertex : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ void vert(inout appdata_full v, out Input o)
+ {
+ UNITY_INITIALIZE_OUTPUT(Input, o);
+ o.color = v.color;
+ }
+
+ fixed4 _Color;
+
+ void surf(Input IN, inout SurfaceOutputStandard o) {
+ // Albedo comes from a texture tinted by color
+ fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
+ o.Albedo = c.rgb*IN.color;
+ o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
+ o.Alpha = c.a*IN.color.a;
+ }
+ ENDCG
+ }
+ FallBack "Diffuse"
+}
\ No newline at end of file
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m_Range: 1
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diff --git a/Assets/Scripts/GameUI.cs b/Assets/Scripts/GameUI.cs
index 257c2ae..a0c762b 100644
--- a/Assets/Scripts/GameUI.cs
+++ b/Assets/Scripts/GameUI.cs
@@ -23,6 +23,9 @@ public class GameUI : MonoBehaviour {
public Text timerText;
+ public GameObject pauseUI;
+ bool gameIsPaused = false;
+
float timeSinceStart;
LivingEntity player;
@@ -31,6 +34,7 @@ public class GameUI : MonoBehaviour {
Gun gun;
bool pauseTimer;
+ int isSpeedrunning;
Color originalCoverColor;
@@ -45,15 +49,22 @@ void Awake() {
gunController = FindObjectOfType();
gunController.OnGunChange += UpdateGun;
-
+ isSpeedrunning = PlayerPrefs.GetInt("isSpeedrunning", 0);
healthHUD.text = player.GetHealth().ToString();
originalCoverColor = nwCover.color;
- StartTimer();
+ if ( isSpeedrunning == 1)
+ StartTimer();
}
private void Update() {
if ( !pauseTimer )
UpdateTimer();
+ if ( Input.GetKeyDown(KeyCode.Escape) ) {
+ if ( !gameIsPaused )
+ Pause();
+ else
+ Unpause();
+ }
}
public void UpdateHealth () {
@@ -64,6 +75,22 @@ public void UpdateAmmo () {
StartCoroutine(AmmoAnimate(0.2f));
}
+ public void Pause() {
+ Time.timeScale = 0;
+ fadePlane.color = new Color(0, 0, 0, 0.5f);
+ pauseUI.SetActive(true);
+ Cursor.visible = true;
+ crosshair.SetActive(false);
+ }
+
+ public void Unpause() {
+ Time.timeScale = 1;
+ fadePlane.color = new Color(0, 0, 0, 0f);
+ pauseUI.SetActive(false);
+ Cursor.visible = false;
+ crosshair.SetActive(true);
+ }
+
public void UpdateGun() {
gun = FindObjectOfType();
gun.UpdateAmmo += UpdateAmmo;
@@ -203,6 +230,12 @@ void OnGameWin() {
ammoHUD.color = Color.clear;
ammoTotal.color = Color.clear;
crosshair.SetActive(false);
+
+ int levelReached = PlayerPrefs.GetInt("reachedLevel", 1);
+ int thisLevel = SceneManager.GetActiveScene().name[5] - '0'; //yes i get the level number from the name sue me
+ if ( thisLevel > levelReached )
+ PlayerPrefs.SetInt("reachedLevel", thisLevel + 1);
+
pauseTimer = true;
}
@@ -217,13 +250,21 @@ IEnumerator Fade(Color from, Color to, float time) {
}
}
- public void StartNewGame() {
- SceneManager.LoadScene("Game");
+ public void GoToMenu() {
+ SceneManager.LoadScene("Menu");
+ }
+
+ public void TryAgain() {
+ SceneManager.LoadScene(SceneManager.GetActiveScene().name);
+ }
+
+ public void NextLevel() {
+ SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
public void StartTimer() {
timeSinceStart = 0f;
- pauseTimer = true;
+ pauseTimer = false;
}
public void UpdateTimer() {
diff --git a/Assets/Scripts/Menu.cs b/Assets/Scripts/Menu.cs
new file mode 100644
index 0000000..e826156
--- /dev/null
+++ b/Assets/Scripts/Menu.cs
@@ -0,0 +1,73 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+
+public class Menu : MonoBehaviour {
+
+ public GameObject mainMenuHolder;
+ public GameObject optionsMenuHolder;
+ public GameObject levelSelectMenuHolder;
+
+ public Slider[] volumeSliders;
+ public Button[] levelButtons;
+
+ private void Start() {
+ optionsMenuHolder.SetActive(false);
+ levelSelectMenuHolder.SetActive(false);
+ mainMenuHolder.SetActive(true);
+ }
+
+ public void Play() {
+ mainMenuHolder.SetActive(false);
+ levelSelectMenuHolder.SetActive(true);
+ LevelSelectMenu();
+ }
+
+ public void Quit() {
+ Application.Quit();
+ }
+
+ public void OptionsMenu() {
+ mainMenuHolder.SetActive(false);
+ optionsMenuHolder.SetActive(true);
+ }
+
+ public void MainMenu() {
+ optionsMenuHolder.SetActive(false);
+ levelSelectMenuHolder.SetActive(false);
+ mainMenuHolder.SetActive(true);
+ }
+
+ public void StartLevel( int lvl ) {
+ string levelName = "Level" + lvl.ToString();
+ SceneManager.LoadScene(levelName);
+ }
+
+ public void LevelSelectMenu() {
+ int levelCount = levelButtons.Length;
+
+ int reachedLevel = PlayerPrefs.GetInt("reachedLevel", 1);
+
+ for ( int i = 0; i < levelCount; i++ ) {
+ if ( i > reachedLevel ) {
+ levelButtons[i].interactable = false;
+ }
+ }
+
+ }
+
+ public void SetMasterVolume() {
+
+ }
+
+ public void SetMusicVolume() {
+
+ }
+
+ public void SetSFXVolume() {
+
+ }
+
+}
diff --git a/Assets/Scripts/Menu.cs.meta b/Assets/Scripts/Menu.cs.meta
new file mode 100644
index 0000000..71851fa
--- /dev/null
+++ b/Assets/Scripts/Menu.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 03a3a8234138cde4295f21bdb4787c8f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Skybox/Materials/Skybox_Sunset.mat b/Assets/Skybox/Materials/Skybox_Sunset.mat
index 36a00e9..407f3f5 100644
--- a/Assets/Skybox/Materials/Skybox_Sunset.mat
+++ b/Assets/Skybox/Materials/Skybox_Sunset.mat
@@ -70,7 +70,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- - _Rotation: 0
+ - _Rotation: 247
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
diff --git a/Assets/Sprites.meta b/Assets/Sprites.meta
new file mode 100644
index 0000000..a5c5a08
--- /dev/null
+++ b/Assets/Sprites.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
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diff --git a/Assets/Sprites/shooutout-icon.png b/Assets/Sprites/shooutout-icon.png
new file mode 100644
index 0000000..35a89b1
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diff --git a/Assets/Sprites/shooutout-icon.png.meta b/Assets/Sprites/shooutout-icon.png.meta
new file mode 100644
index 0000000..8f9ae77
--- /dev/null
+++ b/Assets/Sprites/shooutout-icon.png.meta
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