Implement hand menu features
This commit is contained in:
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Assets/DamageNumbersPro/Demo C#/Crosshair.png
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1411
Assets/DamageNumbersPro/Demo C#/DNP_C#.unity
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1411
Assets/DamageNumbersPro/Demo C#/DNP_C#.unity
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7
Assets/DamageNumbersPro/Demo C#/DNP_C#.unity.meta
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48
Assets/DamageNumbersPro/Demo C#/DNP_ExampleGUI.cs
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Assets/DamageNumbersPro/Demo C#/DNP_ExampleGUI.cs
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/*
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* Hello dear user.
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*
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* This is a script made to teach you how to use the asset.
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*
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* Use DamageNumberGUI for spawning any popups in screen-space or in a GUI canvas.
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* Use DamageNumberMesh for spawning any popups in world-space.
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*
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* If you need more help you can check out the documentation.
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* Or message me via discord or email.
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*
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* Good Luck.
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||||
* - Ekincan
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*/
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using UnityEngine;
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using DamageNumbersPro; //Include DamageNumbersPro Namespace <----- [REQUIRED]
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namespace DamageNumbersPro.Demo
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{
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public class DNP_ExampleGUI : MonoBehaviour
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{
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public DamageNumber popupPrefab; //Reference DamageNumber Prefab <----- [REQUIRED]
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public RectTransform rectTarget;
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public Vector2 anchoredPosition;
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void Update()
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{
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if (DNP_InputHandler.GetRightClick())
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{
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SpawnPopup(Mathf.Round(Random.Range(1, 10)));
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}
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}
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public void SpawnPopup(float number)
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{
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DamageNumber newPopup = popupPrefab.SpawnGUI(rectTarget, anchoredPosition, number); //Spawn DamageNumber <----- [REQUIRED]
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//You can do any change you want on the DamageNumber returned by the Spawn(...) function.
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if(Random.value < 0.5f)
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{
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newPopup.number *= 2;
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}
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}
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}
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}
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11
Assets/DamageNumbersPro/Demo C#/DNP_ExampleGUI.cs.meta
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11
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67
Assets/DamageNumbersPro/Demo C#/DNP_ExampleMesh.cs
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Assets/DamageNumbersPro/Demo C#/DNP_ExampleMesh.cs
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/*
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||||
* Hello dear user.
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||||
*
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||||
* This is a script made to teach you how to use the asset.
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*
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* Use DamageNumberGUI for spawning any popups in screen-space or in a GUI canvas.
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* Use DamageNumberMesh for spawning any popups in world-space.
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*
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* If you need more help you can check out the documentation.
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* Or message me via discord or email.
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||||
*
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* Good Luck.
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||||
* - Ekincan
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||||
*/
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||||
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using UnityEngine;
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using DamageNumbersPro; //Include DamageNumbersPro Namespace <----- [REQUIRED]
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namespace DamageNumbersPro.Demo
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{
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public class DNP_ExampleMesh : MonoBehaviour
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{
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public DamageNumber popupPrefab; //Reference DamageNumber Prefab <----- [REQUIRED]
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public Transform target;
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void Update()
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{
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if(DNP_InputHandler.GetLeftClick())
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{
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SpawnPopup(Mathf.Round(Random.Range(1, 10)));
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}
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}
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public void SpawnPopup(float number)
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{
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DamageNumber newPopup = popupPrefab.Spawn(target.position, number); //Spawn DamageNumber At Target <----- [REQUIRED]
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//You can do any change you want on the DamageNumber returned by the Spawn(...) function.
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//The following code is [OPTIONAL] just to show you some examples.
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//Let's make the popup follow the target.
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newPopup.SetFollowedTarget(target);
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//Let's check if the number is greater than 5.
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if (number > 5)
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{
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//Let's increase the popup's scale.
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newPopup.SetScale(1.5f);
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//Let's change the color of the popup.
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newPopup.SetColor(new Color(1, 0.2f, 0.2f));
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}
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else
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{
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//The following lines reset the changes above.
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//This would only be neccesary for pooled popups.
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newPopup.SetScale(1);
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newPopup.SetColor(new Color(1, 0.7f, 0.5f));
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}
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}
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}
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21721
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21721
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Normal file
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7
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28396
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28396
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Normal file
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7
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63
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8
Assets/DamageNumbersPro/Demo/Scripts.meta
Normal file
8
Assets/DamageNumbersPro/Demo/Scripts.meta
Normal file
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82
Assets/DamageNumbersPro/Demo/Scripts/DNP_2DDemo.cs
Normal file
82
Assets/DamageNumbersPro/Demo/Scripts/DNP_2DDemo.cs
Normal file
@@ -0,0 +1,82 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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#if ENABLE_INPUT_SYSTEM && DNP_NewInputSystem
|
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using UnityEngine.InputSystem;
|
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#endif
|
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|
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namespace DamageNumbersPro.Demo
|
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{
|
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public class DNP_2DDemo : MonoBehaviour
|
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{
|
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float nextShotTime;
|
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void Start()
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{
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nextShotTime = 0;
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|
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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void Update()
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{
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HandleShooting();
|
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}
|
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|
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void HandleShooting()
|
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{
|
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if (DNP_InputHandler.GetLeftClick())
|
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{
|
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Shoot();
|
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nextShotTime = Time.time + 0.3f;
|
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}
|
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else if (DNP_InputHandler.GetRightHeld() && Time.time > nextShotTime)
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{
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Shoot();
|
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nextShotTime = Time.time + 0.06f;
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}
|
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}
|
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|
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void Shoot()
|
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{
|
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Vector2 mousePosition = Vector2.zero;
|
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|
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#if ENABLE_INPUT_SYSTEM && DNP_NewInputSystem
|
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if (Mouse.current != null) {
|
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mousePosition = Mouse.current.position.ReadValue();
|
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}
|
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#else
|
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mousePosition = Input.mousePosition;
|
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#endif
|
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|
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Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition);
|
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worldPosition.z = 0;
|
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|
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RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.down, 0.2f);
|
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|
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//Select Damage Number:
|
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DNP_PrefabSettings settings = DNP_DemoManager.instance.GetSettings();
|
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DamageNumber prefab = DNP_DemoManager.instance.GetCurrent();
|
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|
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//Number:
|
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float number = 1 + Mathf.Pow(Random.value, 2.2f) * settings.numberRange;
|
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if (prefab.digitSettings.decimals == 0)
|
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{
|
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number = Mathf.Floor(number);
|
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}
|
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|
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//Create Damage Number:
|
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DamageNumber newDamageNumber = prefab.Spawn(worldPosition, number);
|
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|
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if (hit.collider != null)
|
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{
|
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newDamageNumber.SetFollowedTarget(hit.collider.transform);
|
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}
|
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|
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//Apply Demo Settings:
|
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settings.Apply(newDamageNumber);
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}
|
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}
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}
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11
Assets/DamageNumbersPro/Demo/Scripts/DNP_2DDemo.cs.meta
Normal file
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Normal file
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225
Assets/DamageNumbersPro/Demo/Scripts/DNP_Camera.cs
Normal file
225
Assets/DamageNumbersPro/Demo/Scripts/DNP_Camera.cs
Normal file
@@ -0,0 +1,225 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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namespace DamageNumbersPro.Demo
|
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{
|
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public class DNP_Camera : MonoBehaviour
|
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{
|
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//Instance:
|
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public static DNP_Camera instance;
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//Shooting:
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GameObject cubeHighlight;
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float nextShotTime;
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float nextRaycastTime;
|
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float lookTime;
|
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|
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//Movement:
|
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Vector3 velocity;
|
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|
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void Awake()
|
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{
|
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instance = this;
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|
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cubeHighlight = GameObject.Find("Special").transform.Find("Prefabs/Other/Cube Highlight").gameObject;
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}
|
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void Update()
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{
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HandleMovement();
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HandleShooting();
|
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|
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//Escape:
|
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if(DNP_InputHandler.GetEscape())
|
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{
|
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ShowMouse();
|
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Invoke("ShowMouse", 0.1f);
|
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Invoke("ShowMouse", 0.2f);
|
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Invoke("ShowMouse", 0.25f);
|
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Invoke("ShowMouse", 0.3f);
|
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CancelInvoke("HideMouse");
|
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}
|
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}
|
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|
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void ShowMouse()
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{
|
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Cursor.visible = true;
|
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Cursor.lockState = CursorLockMode.None;
|
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}
|
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|
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void HideMouse()
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{
|
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if(DNP_InputHandler.GetLeftHeld())
|
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{
|
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Invoke("HideMouse", 0.1f);
|
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}
|
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else
|
||||
{
|
||||
Cursor.visible = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
HandleLooking();
|
||||
}
|
||||
|
||||
//Functions:
|
||||
void HandleShooting()
|
||||
{
|
||||
if(DNP_InputHandler.GetLeftClick())
|
||||
{
|
||||
Shoot();
|
||||
nextShotTime = Time.time + 0.3f;
|
||||
} else if(DNP_InputHandler.GetRightHeld() && Time.time > nextShotTime)
|
||||
{
|
||||
Shoot();
|
||||
nextShotTime = Time.time + 0.06f;
|
||||
}
|
||||
|
||||
//Detection:
|
||||
if (Time.time > nextRaycastTime)
|
||||
{
|
||||
nextRaycastTime = Time.time + 0.11f;
|
||||
|
||||
RaycastHit raycast;
|
||||
if (Physics.Raycast(transform.position, transform.forward, out raycast, 100))
|
||||
{
|
||||
DNP_Crosshair.targetEnemy = raycast.collider.gameObject.layer == 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
void Shoot()
|
||||
{
|
||||
if (Cursor.visible)
|
||||
{
|
||||
if(!IsInvoking("HideMouse"))
|
||||
{
|
||||
Invoke("HideMouse", 0.1f);
|
||||
lookTime = Time.time + 0.3f;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
RaycastHit raycast;
|
||||
|
||||
if(Physics.Raycast(transform.position, transform.forward, out raycast, 100))
|
||||
{
|
||||
//Create Damage Number:
|
||||
DNP_PrefabSettings settings = DNP_DemoManager.instance.GetSettings();
|
||||
DamageNumber prefab = DNP_DemoManager.instance.GetCurrent();
|
||||
|
||||
|
||||
float number = 1 + Mathf.Pow(Random.value, 2.2f) * settings.numberRange;
|
||||
if(prefab.digitSettings.decimals == 0)
|
||||
{
|
||||
number = Mathf.Floor(number);
|
||||
}
|
||||
|
||||
DamageNumber newDamageNumber = prefab.Spawn(raycast.point, number);
|
||||
|
||||
//Apply Demo Settings:
|
||||
settings.Apply(newDamageNumber);
|
||||
|
||||
//Create Cube:
|
||||
if (raycast.collider.gameObject.layer != 1)
|
||||
{
|
||||
Vector3 cubePosition = raycast.point - raycast.normal * 0.1f;
|
||||
cubePosition.x = Mathf.FloorToInt(cubePosition.x) + 0.5f;
|
||||
cubePosition.y = Mathf.FloorToInt(cubePosition.y) + 0.5f;
|
||||
cubePosition.z = Mathf.FloorToInt(cubePosition.z) + 0.5f;
|
||||
|
||||
GameObject newCube = Instantiate<GameObject>(cubeHighlight);
|
||||
newCube.transform.position = cubePosition;
|
||||
newCube.SetActive(true);
|
||||
|
||||
DNP_Crosshair.instance.HitWall();
|
||||
}
|
||||
else
|
||||
{
|
||||
DNP_Enemy enemy = raycast.collider.GetComponent<DNP_Enemy>();
|
||||
DNP_Crosshair.instance.HitEnemy();
|
||||
|
||||
if (enemy != null)
|
||||
{
|
||||
if(settings.damage > 0)
|
||||
{
|
||||
enemy.Hurt(settings.damage);
|
||||
}
|
||||
|
||||
if(newDamageNumber.spamGroup != "")
|
||||
{
|
||||
newDamageNumber.spamGroup += enemy.GetInstanceID();
|
||||
}
|
||||
|
||||
newDamageNumber.enableFollowing = true;
|
||||
newDamageNumber.followedTarget = enemy.GetPelvis();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void HandleLooking()
|
||||
{
|
||||
if (Time.time < lookTime || Cursor.visible) return;
|
||||
|
||||
Vector2 mouseDelta = DNP_InputHandler.GetMouseDelta();
|
||||
|
||||
Vector3 eulerAngles = transform.eulerAngles;
|
||||
eulerAngles.y += mouseDelta.x;
|
||||
eulerAngles.x -= mouseDelta.y;
|
||||
|
||||
if (eulerAngles.x > 180)
|
||||
{
|
||||
eulerAngles.x -= 360;
|
||||
}
|
||||
eulerAngles.x = Mathf.Clamp(eulerAngles.x, -80f, 80f);
|
||||
|
||||
transform.eulerAngles = eulerAngles;
|
||||
}
|
||||
void HandleMovement()
|
||||
{
|
||||
Vector3 desiredDirection = Vector3.zero;
|
||||
|
||||
if (DNP_InputHandler.GetRight())
|
||||
{
|
||||
desiredDirection.x += 1;
|
||||
}
|
||||
if (DNP_InputHandler.GetLeft())
|
||||
{
|
||||
desiredDirection.x += -1;
|
||||
}
|
||||
if (DNP_InputHandler.GetForward())
|
||||
{
|
||||
desiredDirection.z += 1;
|
||||
}
|
||||
if (DNP_InputHandler.GetBack())
|
||||
{
|
||||
desiredDirection.z += -1;
|
||||
}
|
||||
if (DNP_InputHandler.GetUp())
|
||||
{
|
||||
desiredDirection.y += 1;
|
||||
}
|
||||
if (DNP_InputHandler.GetDown())
|
||||
{
|
||||
desiredDirection.y += -1;
|
||||
}
|
||||
|
||||
if(desiredDirection.magnitude > 0.1f)
|
||||
{
|
||||
desiredDirection.Normalize();
|
||||
}
|
||||
|
||||
velocity = Vector3.Lerp(velocity, (desiredDirection.z * transform.forward + desiredDirection.x * transform.right + desiredDirection.y * Vector3.up) * 7f, Time.deltaTime * 6f);
|
||||
|
||||
Vector3 position = transform.position;
|
||||
Vector3 clampedPosition = new Vector3(Mathf.Clamp(position.x, -4f, 4f), Mathf.Clamp(position.y, 1f, 6f), Mathf.Clamp(position.z, -12f, 4f));
|
||||
position = Vector3.Lerp(position, clampedPosition, Time.deltaTime * 15f) + velocity * Time.deltaTime;
|
||||
|
||||
//Apply:
|
||||
transform.position = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_Camera.cs.meta
Normal file
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_Camera.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b25e2895a97944f4897ddd974ca8f465
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
63
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs
Normal file
63
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace DamageNumbersPro.Demo
|
||||
{
|
||||
public class DNP_Crosshair : MonoBehaviour
|
||||
{
|
||||
public static DNP_Crosshair instance;
|
||||
public static bool targetEnemy;
|
||||
|
||||
public Color defaultColor = new Color(1, 1, 1, 0.6f);
|
||||
public float defaultScale = 1f;
|
||||
|
||||
public Color enemyColor = new Color(1, 0.2f, 0.2f, 0.8f);
|
||||
public float enemyScale = 1.15f;
|
||||
|
||||
Image image;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
image = GetComponent<Image>();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if(Cursor.visible)
|
||||
{
|
||||
image.color = Color.Lerp(image.color, new Color(1,1,1,0), Time.fixedDeltaTime * 7f);
|
||||
}
|
||||
else if(targetEnemy)
|
||||
{
|
||||
image.color = Color.Lerp(image.color, enemyColor, Time.fixedDeltaTime * 7f);
|
||||
|
||||
float scale = Mathf.Lerp(transform.localScale.x, enemyScale, Time.fixedDeltaTime * 7f);
|
||||
transform.localScale = new Vector3(scale, scale, 1);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
image.color = Color.Lerp(image.color, defaultColor, Time.fixedDeltaTime * 7f);
|
||||
|
||||
float scale = Mathf.Lerp(transform.localScale.x, defaultScale, Time.fixedDeltaTime * 7f);
|
||||
transform.localScale = new Vector3(scale, scale, 1);
|
||||
}
|
||||
}
|
||||
|
||||
public void HitEnemy()
|
||||
{
|
||||
transform.localScale = new Vector3(1.7f, 1.7f, 1f);
|
||||
image.color = Color.red;
|
||||
}
|
||||
|
||||
public void HitWall()
|
||||
{
|
||||
transform.localScale = new Vector3(1.5f, 1.5f, 1f);
|
||||
image.color = Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs.meta
Normal file
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3fe9ffdc40969146b47bee23b033d94
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
35
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeHighlight.cs
Normal file
35
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeHighlight.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DamageNumbersPro.Demo
|
||||
{
|
||||
public class DNP_CubeHighlight : MonoBehaviour
|
||||
{
|
||||
public string propertyName = "_Color";
|
||||
public AnimationCurve propertyCurve;
|
||||
public float destructionDelay = 0.2f;
|
||||
|
||||
Material mat;
|
||||
|
||||
int propertyID;
|
||||
float startTime;
|
||||
|
||||
void Start()
|
||||
{
|
||||
startTime = Time.time;
|
||||
propertyID = Shader.PropertyToID(propertyName);
|
||||
|
||||
MeshRenderer mr = GetComponent<MeshRenderer>();
|
||||
mat = mr.material;
|
||||
|
||||
Destroy(gameObject, destructionDelay);
|
||||
}
|
||||
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
mat.SetColor(propertyID, new Color(1, 0, 0, propertyCurve.Evaluate(Time.time - startTime)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8b4ebfc07248ee4fb72292fb0c53b02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
25
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeSpawner.cs
Normal file
25
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeSpawner.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DamageNumbersPro.Demo
|
||||
{
|
||||
public class DNP_CubeSpawner : MonoBehaviour
|
||||
{
|
||||
public float delay = 0.2f;
|
||||
public GameObject cube;
|
||||
|
||||
void Start()
|
||||
{
|
||||
InvokeRepeating("SpawnCube", 0, delay);
|
||||
}
|
||||
|
||||
void SpawnCube()
|
||||
{
|
||||
GameObject newCube = Instantiate<GameObject>(cube);
|
||||
newCube.SetActive(true);
|
||||
newCube.transform.SetParent(transform, true);
|
||||
newCube.transform.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeSpawner.cs.meta
Normal file
11
Assets/DamageNumbersPro/Demo/Scripts/DNP_CubeSpawner.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 665e15db3ef8c1c42a20aa835e671939
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
27
Assets/DamageNumbersPro/Demo/Scripts/DNP_CursorHint.cs
Normal file
27
Assets/DamageNumbersPro/Demo/Scripts/DNP_CursorHint.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DamageNumbersPro.Demo
|
||||
{
|
||||
public class DNP_CursorHint : MonoBehaviour
|
||||
{
|
||||
CanvasGroup cg;
|
||||
|
||||
void Start()
|
||||
{
|
||||
cg = GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if(Cursor.visible)
|
||||
{
|
||||
cg.alpha = Mathf.Max(cg.alpha - Time.deltaTime * 2f, 0);
|
||||
}else
|
||||
{
|
||||
cg.alpha = Mathf.Min(cg.alpha + Time.deltaTime * 2f, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user