DNP_GUI.cs 2.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace DamageNumbersPro.Demo
  5. {
  6. public class DNP_GUI : MonoBehaviour
  7. {
  8. public static DNP_GUI instance;
  9. float nextShotTime;
  10. RectTransform canvasRect;
  11. void Awake()
  12. {
  13. instance = this;
  14. canvasRect = GetComponent<RectTransform>();
  15. Cursor.visible = true;
  16. Cursor.lockState = CursorLockMode.None;
  17. }
  18. void Update()
  19. {
  20. HandleShooting();
  21. }
  22. void HandleShooting()
  23. {
  24. if (DNP_UIArea.CanSpawn() == false) return;
  25. if (DNP_InputHandler.GetLeftClick())
  26. {
  27. Shoot();
  28. nextShotTime = Time.time + 0.3f;
  29. }
  30. else if (DNP_InputHandler.GetRightHeld() && Time.time > nextShotTime)
  31. {
  32. Shoot();
  33. nextShotTime = Time.time + 0.06f;
  34. }
  35. }
  36. void Shoot()
  37. {
  38. // Select Damage Number
  39. DNP_PrefabSettings settings = DNP_DemoManager.instance.GetSettings();
  40. DamageNumber prefab = DNP_DemoManager.instance.GetCurrent();
  41. DNP_UIArea.OnSpawn();
  42. // Number
  43. float number = 1 + Mathf.Pow(Random.value, 2.2f) * settings.numberRange;
  44. if (prefab.digitSettings.decimals == 0)
  45. {
  46. number = Mathf.Floor(number);
  47. }
  48. // Get Parent
  49. RectTransform rectParent = DNP_UIArea.GetRect();
  50. if (rectParent == null)
  51. {
  52. rectParent = canvasRect;
  53. }
  54. // Create Damage Number
  55. DamageNumber newDamageNumber = prefab.Spawn(Vector3.zero, number);
  56. newDamageNumber.SetToMousePosition(rectParent, Camera.main);
  57. if(rectParent != canvasRect)
  58. {
  59. newDamageNumber.enableFollowing = true;
  60. newDamageNumber.followedTarget = rectParent;
  61. }
  62. // Apply Demo Settings
  63. settings.Apply(newDamageNumber);
  64. }
  65. }
  66. }