using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class DamageText : MonoBehaviour { [SerializeField] AnimationCurve damageToSize; [SerializeField] TextMeshPro damageText; [SerializeField] private Color normalColor, critColor, superCritColor; [SerializeField] private float critThreshold, superCritThreshold; public void Init(float damage) { transform.localScale = Vector3.one * damageToSize.Evaluate(damage); damageText.color = normalColor; if (damage > critThreshold) damageText.color = critColor; if (damage > superCritThreshold) damageText.color = superCritColor; damageText.text = ((int)damage).ToString(); } }