Add FloatingTextManager and FloatingText for displaying UI messages; update CollectableComponent and HealthComponent to utilize new floating text features
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@@ -1 +0,0 @@
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uid://bbupymh6krrgx
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@@ -1,41 +1,35 @@
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using System.Globalization;
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using Godot;
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namespace Mr.BrickAdventures.scripts.UI;
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[GlobalClass]
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public partial class DamageNumber : Label
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public partial class FloatingText : Label
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{
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[Export] public float Duration { get; set; } = 0.8f;
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[Export] public float Duration { get; set; } = 1f;
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[Export] public float FallDistance { get; set; } = 40f;
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[Export] public float HorizontalDrift { get; set; } = 15f;
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public void ShowDamage(float damageAmount, Vector2 position)
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public void Show(string textToShow, Vector2 position, Color color)
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{
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Text = Mathf.Round(damageAmount * 100f).ToString(CultureInfo.InvariantCulture);
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Text = textToShow;
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GlobalPosition = position;
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Modulate = color;
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var rng = new RandomNumberGenerator();
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var horizontalOffset = rng.RandfRange(-HorizontalDrift, HorizontalDrift);
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var startPosition = GlobalPosition;
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var endPosition = GlobalPosition + new Vector2(horizontalOffset, FallDistance);
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var startColor = Colors.White;
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startColor.A = 1f;
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Modulate = startColor;
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var tween = CreateTween();
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tween.SetParallel();
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var tween = CreateTween().SetParallel();
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tween.TweenProperty(this, "global_position", endPosition, Duration)
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.SetTrans(Tween.TransitionType.Quad)
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.SetEase(Tween.EaseType.In);
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.SetEase(Tween.EaseType.Out);
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tween.Chain().TweenProperty(this, "modulate:a", 0f, Duration * 0.5f)
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.SetTrans(Tween.TransitionType.Sine)
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.SetEase(Tween.EaseType.Out);
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.SetEase(Tween.EaseType.In);
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tween.TweenCallback(Callable.From(QueueFree));
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}
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}
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