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