Implement hand menu features
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63
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs
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63
Assets/DamageNumbersPro/Demo/Scripts/DNP_Crosshair.cs
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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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using UnityEngine.UI;
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namespace DamageNumbersPro.Demo
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{
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public class DNP_Crosshair : MonoBehaviour
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{
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public static DNP_Crosshair instance;
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public static bool targetEnemy;
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public Color defaultColor = new Color(1, 1, 1, 0.6f);
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public float defaultScale = 1f;
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public Color enemyColor = new Color(1, 0.2f, 0.2f, 0.8f);
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public float enemyScale = 1.15f;
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Image image;
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void Awake()
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{
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instance = this;
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image = GetComponent<Image>();
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}
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void FixedUpdate()
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{
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if(Cursor.visible)
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{
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image.color = Color.Lerp(image.color, new Color(1,1,1,0), Time.fixedDeltaTime * 7f);
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}
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else if(targetEnemy)
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{
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image.color = Color.Lerp(image.color, enemyColor, Time.fixedDeltaTime * 7f);
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float scale = Mathf.Lerp(transform.localScale.x, enemyScale, Time.fixedDeltaTime * 7f);
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transform.localScale = new Vector3(scale, scale, 1);
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}
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else
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{
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image.color = Color.Lerp(image.color, defaultColor, Time.fixedDeltaTime * 7f);
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float scale = Mathf.Lerp(transform.localScale.x, defaultScale, Time.fixedDeltaTime * 7f);
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transform.localScale = new Vector3(scale, scale, 1);
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}
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}
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public void HitEnemy()
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{
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transform.localScale = new Vector3(1.7f, 1.7f, 1f);
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image.color = Color.red;
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}
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public void HitWall()
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{
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transform.localScale = new Vector3(1.5f, 1.5f, 1f);
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image.color = Color.white;
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}
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}
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}
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