Updated draft textures so they have shading/outlining as well as setting up the layering order for all enemy parts
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@@ -658,7 +658,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 2
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@@ -921,7 +921,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 1
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@@ -1374,7 +1374,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 3
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@@ -1567,7 +1567,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 1
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@@ -2830,7 +2830,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 1
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@@ -3071,7 +3071,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 1
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m_Sprite: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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