Health Bar complete
health bar now gets destroyed when players die, and get created when players spawn/respawn. This fixes issue where health bar stays on screen after player dies.
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@@ -38,21 +38,58 @@ public class HealthBarManager : MonoBehaviour
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{
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if (!playerHealthBars.ContainsKey(player))
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{
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GameObject healthBar = Instantiate(healthBarPrefab);
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healthBar.transform.localScale *= 1.5f;
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healthBar.GetComponent<TerribleHealthBarScript>().SetPlayer(player);
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playerHealthBars[player] = healthBar;
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CreateHealthBar(player);
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// Subscribe to the player's death and respawn events
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var damageable = player.GetComponent<Damageable>();
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damageable.OnPlayerDeath += HandlePlayerDeath;
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damageable.OnPlayerRespawn += HandlePlayerRespawn;
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}
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}
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}
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private void OnGameEnd() // Destroys the health bars when the game ends
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private void HandlePlayerRespawn(GameObject player)
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{
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if (!playerHealthBars.ContainsKey(player))
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{
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CreateHealthBar(player);
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}
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}
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private void CreateHealthBar(GameObject player)
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{
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GameObject healthBar = Instantiate(healthBarPrefab);
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healthBar.transform.localScale *= 1.5f;
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healthBar.GetComponent<TerribleHealthBarScript>().SetPlayer(player);
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playerHealthBars[player] = healthBar;
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}
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private void HandlePlayerDeath(GameObject player)
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{
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if (playerHealthBars.TryGetValue(player, out GameObject healthBar))
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{
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Destroy(healthBar);
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playerHealthBars.Remove(player);
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}
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}
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private void OnGameEnd()
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{
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foreach (var kvp in playerHealthBars)
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{
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Destroy(kvp.Value);
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}
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playerHealthBars.Clear();
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// Unsubscribe from all player events
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foreach (GameObject player in GameManager.players)
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{
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if (player != null && player.TryGetComponent<Damageable>(out var damageable))
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{
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damageable.OnPlayerDeath -= HandlePlayerDeath;
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damageable.OnPlayerRespawn -= HandlePlayerRespawn;
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}
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}
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}
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}
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}
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