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Crash-Course/Assets/Scripts/Game/HealthBarManager.cs

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using System.Collections.Generic;
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using UnityEngine; using Game; using Music; using Player;
namespace Game
{
public class HealthBarManager : MonoBehaviour
{
public GameObject healthBarPrefab;
private Dictionary<GameObject, GameObject> playerHealthBars = new Dictionary<GameObject, GameObject>();
void Start()
{
GameManager.Instance.StartGameEvent += OnGameStart;
GameManager.Instance.EndGameEvent += OnGameEnd;
}
void OnDestroy()
{
GameManager.Instance.StartGameEvent -= OnGameStart;
GameManager.Instance.EndGameEvent -= OnGameEnd;
}
void Update() // Updates position of health bars to follow each player
{
foreach (var kvp in playerHealthBars)
{
GameObject player = kvp.Key;
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if (player == null) continue;
GameObject healthBar = kvp.Value;
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healthBar.transform.SetPositionAndRotation(new Vector3(player.transform.position.x, player.transform.position.y + 1.5f, player.transform.position.z), Quaternion.identity);
}
}
private void OnGameStart() // Creates health bars for each player
{
foreach (GameObject player in GameManager.players)
{
if (!playerHealthBars.ContainsKey(player))
{
GameObject healthBar = Instantiate(healthBarPrefab);
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healthBar.transform.localScale *= 1.5f;
healthBar.GetComponent<TerribleHealthBarScript>().SetPlayer(player);
playerHealthBars[player] = healthBar;
}
}
}
private void OnGameEnd() // Destroys the health bars when the game ends
{
foreach (var kvp in playerHealthBars)
{
Destroy(kvp.Value);
}
playerHealthBars.Clear();
}
}
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}