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Crash-Course/Assets/Scripts/LeaderboardManager.cs

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LeaderboardManager : MonoBehaviour
{
public static LeaderboardManager Instance { get; private set; }
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[SerializeField] private GameObject playersParent;
[SerializeField] private GameObject playerPrefab;
[SerializeField] private GameObject lifePrefab;
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private Dictionary<GameObject, GameObject> playerIcons = new Dictionary<GameObject, GameObject>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
InitializeLeaderboard();
}
private void InitializeLeaderboard()
{
foreach (GameObject player in GameManager.players)
{
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Transform parent = Instantiate(playerPrefab, playersParent.transform).transform;
GameObject life = Instantiate(lifePrefab, parent);
life.GetComponentInChildren<Image>().color = GameManager.playerColors[GameManager.players.IndexOf(player)];
playerIcons[player] = parent.gameObject;
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}
}
public void UpdateLeaderboard()
{
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List<KeyValuePair<GameObject, float>> sortedList = new List<KeyValuePair<GameObject, float>>(GameManager.playerHoldTimes);
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sortedList.Sort((pair1, pair2) => pair2.Value.CompareTo(pair1.Value));
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foreach (var player in sortedList)
{
Debug.Log(player.Key.name + " : " + player.Value);
}
// Less fancy sorting system
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foreach (var player in sortedList)
{
playerIcons[player.Key].transform.SetSiblingIndex(sortedList.IndexOf(player));
}
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//foreach (var key in GameManager.playerHoldTimes)
//{
// print(key.Key.name + " : " + key.Value);
// }
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}
}