Implement hand menu features
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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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namespace DamageNumbersPro
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{
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[System.Serializable]
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public struct CombinationSettings
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{
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public CombinationSettings(float customDefault)
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{
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method = CombinationMethod.ABSORB_NEW;
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maxDistance = 10f;
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bonusLifetime = 1f;
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spawnDelay = 0.2f;
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absorbDuration = 0.4f;
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scaleCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(0.7f, 1), new Keyframe(1f, 0f));
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alphaCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(0.5f, 1), new Keyframe(1f, 0));
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moveToAbsorber = true;
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teleportToAbsorber = false;
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instantGain = false;
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absorberScaleFactor = 1.5f;
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absorberScaleFade = 15;
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}
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[Header("Main:")]
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[Tooltip("ABSORB_NEW: Oldest damage number absorbs newer damage numbers.\n\nREPLACE_OLD: New damage numbers absorb all existing damage numbers.\n\nIS_ALWAYS_ABSORBER: Will absorb all IS_ALWAYS_VICTIM damage numbers.\n\nIS_ALWAYS_VICTIM: Will be absorbed by the closest IS_ALWAYS_ABSORBER damage number.")]
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public CombinationMethod method;
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[Tooltip("The maximum distance at which numbers will combine.")]
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public float maxDistance;
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[Tooltip("The absorbtion delay after spawning.")]
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public float spawnDelay;
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[Header("Animation:")]
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[Tooltip("The length of the absorb animation.")]
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public float absorbDuration;
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[Tooltip("The scale over the absorb duration.")]
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public AnimationCurve scaleCurve;
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[Tooltip("The alpha over the absorb duration.")]
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public AnimationCurve alphaCurve;
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[Tooltip("If enabled the damage number will move towards it's absorber.")]
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public bool moveToAbsorber;
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[Tooltip("If enabled the damage number will teleport (spawn) inside it's absorber.")]
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public bool teleportToAbsorber;
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[Tooltip("How much the absorber is scaled up when it absorbs a damage number.")]
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public float absorberScaleFactor;
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[Tooltip("How quickly the absorber scales back to it's original size after being scaled up.")]
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public float absorberScaleFade;
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[Header("Other:")]
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[Tooltip("If true, the absorber will instantly gain the numbers of the target. Should be used when combination is very fast.")]
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public bool instantGain;
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[Tooltip("The lifetime of the absorber is reset but also increased by this bonus lifetime.")]
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public float bonusLifetime;
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}
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[System.Serializable]
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public enum CombinationMethod
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{
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ABSORB_NEW
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,
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REPLACE_OLD
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,
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IS_ALWAYS_ABSORBER
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,
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IS_ALWAYS_VICTIM
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}
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}
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