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CrowdControl/Assets/Source/Scripts/FloatingDamageNumbers.cs

39 lines
1.2 KiB
C#

using D2D;
using D2D.Gameplay;
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class FloatingDamageNumbers : Unit
{
[SerializeField] private GameObject damageText;
private const float duration = 0.4f;
private DamageTextRoot textRoot;
private Camera currentCamera;
private void Awake()
{
GetComponent<Health>().Damaged += CreateDamageText;
textRoot = Find<DamageTextRoot>();
currentCamera = Camera.main;
}
private void CreateDamageText(float value)
{
var screenPosition = currentCamera.WorldToScreenPoint(transform.position);
var text = Instantiate(damageText, screenPosition, Quaternion.identity, textRoot.transform);
var textMeshPro = text.GetComponent<TextMeshProUGUI>();
textMeshPro.text = $"{value: 0.#}";
var randomEndPos = new Vector3(Random.Range(-200, 200), Random.Range(-200, 200), Random.Range(-200, 200));
text.transform.DOMove(screenPosition + randomEndPos, duration).SetEase(Ease.InOutSine).OnComplete(() => Destroy(text));
textMeshPro.DOFade(0, duration -.3f).SetDelay(.3f);
}
}