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Crash-Course/Assets/Scripts/HealthBarManager.cs

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C#
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using System.Collections.Generic;
using UnityEngine;
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()
{
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.GetComponent<TerribleHealthBarScript>().fullHealthColor = GameManager.playerColors[GameManager.players.IndexOf(player)]; // Color health bars
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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()
{
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()
{
foreach (var kvp in playerHealthBars)
{
Destroy(kvp.Value);
}
playerHealthBars.Clear();
}
}