adding in some needed packages
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1012 changed files with 494191 additions and 1 deletions
89
Assets/DamageNumbersPro/Demo/Scripts/DNP_2DDemo.cs
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89
Assets/DamageNumbersPro/Demo/Scripts/DNP_2DDemo.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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#if ENABLE_INPUT_SYSTEM && DNP_NewInputSystem
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using UnityEngine.InputSystem;
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#endif
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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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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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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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void Shoot()
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{
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Vector2 mousePosition = Vector2.zero;
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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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//Raycast.
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Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition);
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worldPosition.z = -5;
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RaycastHit hit;
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Physics.Raycast(worldPosition, Vector3.forward, out hit, 10f);
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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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//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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//Create Damage Number:
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DamageNumber newDamageNumber = prefab.Spawn(worldPosition, number);
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if (hit.collider != null)
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{
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DNP_Target dnpTarget = hit.collider.GetComponent<DNP_Target>();
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if(dnpTarget != null)
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{
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dnpTarget.Hit();
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}
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newDamageNumber.SetFollowedTarget(hit.collider.transform);
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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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