adding in some needed packages

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reisenlol 2026-01-02 01:31:54 -08:00
parent 9e739f5dc8
commit aba5310742
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1012 changed files with 494191 additions and 1 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct CollisionSettings
{
public CollisionSettings(float customDefault)
{
radius = 0.5f;
pushFactor = 1f;
desiredDirection = new Vector3(0, 0);
}
[Header("Main:")]
public float radius;
public float pushFactor;
[Header("Direction:")]
public Vector3 desiredDirection;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct ColorByNumberSettings
{
public ColorByNumberSettings(float customValue)
{
colorGradient = new Gradient();
colorGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(new Color(1f, 0.8f, 0.5f), 0f), new GradientColorKey(new Color(1f, 0f, 0f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(1, 0) });
fromNumber = 10;
toNumber = 100;
}
public Gradient colorGradient;
public float fromNumber;
public float toNumber;
}
}

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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct DestructionSettings
{
public DestructionSettings(float customDefault)
{
maxDistance = 2f;
spawnDelay = 0.2f;
duration = 0.3f;
scaleCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 0.5f));
alphaCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 0));
}
[Header("Main:")]
[Tooltip("The maximum distance at which damage numbers will be destroyed.")]
public float maxDistance;
[Tooltip("The delay after spawning that numbers will be destroyed.")]
public float spawnDelay;
[Header("Animation:")]
public float duration;
[Tooltip("The scale over the destruction duration.")]
public AnimationCurve scaleCurve;
[Tooltip("The alpha over the destruction duration.")]
public AnimationCurve alphaCurve;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct DigitSettings
{
public DigitSettings(float customDefault)
{
decimals = 0;
decimalChar = ".";
hideZeros = false;
dotSeparation = false;
dotDistance = 3;
dotChar = ".";
suffixShorten = false;
suffixes = new List<string>() { "K", "M", "B", "T" };
suffixDigits = new List<int>() { 3, 3, 3, 3 };
maxDigits = 3;
suffixDecimals = 1;
suffixDecimalChar = ".";
suffixHideZeros = false;
}
[Header("Decimals:")]
[Range(0,3)]
[Tooltip("Amount of digits visible after the dot.")]
public int decimals;
[Tooltip("The character used for the dot.")]
public string decimalChar;
[Tooltip("If true zeros at the end of the number will be hidden.")]
public bool hideZeros;
[Header("Dots:")]
[Tooltip("Separates the number with dots.")]
public bool dotSeparation;
[Tooltip("Amount of digits between each dot.")]
public int dotDistance;
[Tooltip("The character used for the dot.")]
public string dotChar;
[Header("Suffix Shorten:")]
[Tooltip("Shortens a number like 10000 to 10K.")]
public bool suffixShorten;
[Tooltip("List of suffixes.")]
public List<string> suffixes;
[Tooltip("Corresponding list of how many digits a suffix shortens. Keep both lists at the same size.")]
public List<int> suffixDigits;
[Tooltip("Maximum of visible digits. If number has more digits than this it will be shortened.")]
public int maxDigits;
[Tooltip("Amount of decimals shown after shortening the number.")]
[Range(0, 3)]
public int suffixDecimals;
[Tooltip("The character used for the dot.")]
public string suffixDecimalChar;
[Tooltip("If true decimal zeros will be hidden.")]
public bool suffixHideZeros;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct DistanceScalingSettings
{
public DistanceScalingSettings (float customDefault)
{
baseDistance = 15f;
closeDistance = 5f;
farDistance = 50f;
closeScale = 2f;
farScale = 0.5f;
}
[Header("Distances:")]
[Tooltip("The consistent size of the number is based on this distance.")]
public float baseDistance;
[Tooltip("The closest distance the number will be scaling up to.")]
public float closeDistance;
[Tooltip("The farthest distance the number will be scaling down to.")]
public float farDistance;
[Header("Scales:")]
[Tooltip("The max scale the number reaches at the closest distance.")]
public float closeScale;
[Tooltip("The min scale the number reaches at the farthest distance.")]
public float farScale;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct FollowSettings
{
public FollowSettings(float customDefault)
{
speed = 10;
drag = 0f;
}
[Tooltip("Speed at which target is followed.")]
public float speed;
[Tooltip("Decreases follow speed over time.")]
public float drag;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct LerpSettings
{
public LerpSettings (int customDefault)
{
minX = -0.4f;
maxX = 0.4f;
minY = 0.5f;
maxY = 1f;
speed = 5f;
randomFlip = false;
}
[Header("Speed:")]
[Tooltip("Speed at which it moves to the offset position.")]
public float speed;
[Header("Offset:")]
[Tooltip("Minimum of horizontal offset.")]
public float minX;
[Tooltip("Maximum of horizontal offset.")]
public float maxX;
[Tooltip("Minimum of vertical offset.")]
public float minY;
[Tooltip("Maximum of vertical offset.")]
public float maxY;
[Header("Horizontal Flip:")]
[Tooltip("Randomly flips the X Offset.\nUseful for avoiding small movements.\nSet Min X and Max X to a positive value.")]
public bool randomFlip;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct PushSettings
{
public PushSettings(float customDefault)
{
radius = 4f;
pushOffset = 0.8f;
}
[Header("Main:")]
public float radius;
public float pushOffset;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct ScaleByNumberSettings
{
public ScaleByNumberSettings(float customDefault)
{
fromNumber = 0f;
fromScale = 1f;
toNumber = 1000f;
toScale = 2f;
}
[Header("Number Range:")]
[Tooltip("The number at which scaling starts.")]
public float fromNumber;
[Tooltip("The number at which scaling caps.")]
public float toNumber;
[Header("Scale Range:")]
[Tooltip("The scale when the number is smaller of equal 'From Number'.")]
public float fromScale;
[Tooltip("The scale when the number is bigger of equal 'To Number'.")]
public float toScale;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct ShakeSettings
{
public ShakeSettings(Vector2 customDefault)
{
offset = customDefault;
frequency = 50f;
}
[Tooltip("Moves back and fourth from negative offset to positive offset.")]
public Vector2 offset;
[Tooltip("Changes the speed at which the number moves back and fourth.\nUsed in a sinus function.")]
public float frequency;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro {
[System.Serializable]
public struct TextSettings
{
public TextSettings(float customDefault)
{
horizontal = customDefault;
customColor = false;
color = new Color(1, 1, 0f, 1);
size = 0;
vertical = 0;
characterSpacing = 0f;
alpha = 1;
mark = false;
markColor = new Color(0, 0, 0, 0.5f);
bold = false;
italic = false;
underline = false;
strike = false;
}
[Header("Basics:")]
[Tooltip("Makes the text bold.")]
public bool bold;
[Tooltip("Makes the text italic.")]
public bool italic;
[Tooltip("Adds an underline to the text.")]
public bool underline;
[Tooltip("Strikes through the text with a line.")]
public bool strike;
[Header("Alpha:")]
[Range(0, 1)]
[Tooltip("Changes the alpha of the text.\nWon't work if Custom Color is used.")]
public float alpha;
[Header("Color:")]
[Tooltip("Changes the color of the text.\nOverrides the alpha option above.")]
public bool customColor;
public Color color;
[Header("Mark:")]
[Tooltip("Highlights the text with a custom color.")]
public bool mark;
public Color markColor;
[Header("Offset:")]
[Tooltip("Horizontally moves the text.\nCan be used to offset the prefix or suffix.")]
public float horizontal;
[Tooltip("Vertically moves the text.\nCan be used to offset the prefix or suffix.")]
public float vertical;
[Header("Extra:")]
[Tooltip("Changes the character spacing.")]
public float characterSpacing;
[Tooltip("Changes the font size.")]
public float size;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DamageNumbersPro
{
[System.Serializable]
public struct VelocitySettings
{
public VelocitySettings(float customDefault)
{
minX = -1f;
maxX = 1f;
minY = 4f;
maxY = 5f;
randomFlip = false;
dragX = 0.1f;
dragY = 1f;
gravity = 3f;
}
[Header("Velocity:")]
[Tooltip("Minimum of horizontal velocity.")]
public float minX;
[Tooltip("Maximum of horizontal velocity.")]
public float maxX;
[Tooltip("Minimum of vertical velocity.")]
public float minY;
[Tooltip("Maximum of vertical velocity.")]
public float maxY;
[Header("Horizontal Flip:")]
[Tooltip("Randomly flips the X Velocity.\nUseful for avoiding small movements.\nSet Min X and Max X to a positive value.")]
public bool randomFlip;
[Header("Drag:")]
[Tooltip("Reduces horizontal velocity over time.")]
public float dragX;
[Tooltip("Reduces vertical velocity over time.")]
public float dragY;
[Header("Gravity:")]
[Tooltip("Increases vertical velocity downwards.")]
public float gravity;
}
}

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