Music implementation, cloud art, and bug fixes
Implemented music Added cloud tiles Made players be able to stand on each others' heads Synced the music and day/night cycle Added a transition in to the gameplay scene Fixed blocking while dying bug
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41
Assets/Scripts/LifeDisplayManager.cs
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41
Assets/Scripts/LifeDisplayManager.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class LifeDisplayManager : MonoBehaviour
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{
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public GameObject players;
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public GameObject playerPrefab;
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public GameObject lifePrefab;
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public Dictionary<Damageable, List<GameObject>> lifeDisplays = new Dictionary<Damageable, List<GameObject>>();
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private void Start()
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{
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foreach (GameObject player in GameManager.players)
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{
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Transform parent = Instantiate(playerPrefab, players.transform).transform;
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List<GameObject> lives = new List<GameObject>();
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for (int i = 0; i < player.GetComponent<Damageable>().lives; i++)
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{
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GameObject life = Instantiate(lifePrefab, parent);
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life.GetComponentInChildren<Image>().color = GameManager.playerColors[GameManager.players.IndexOf(player)];
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lives.Add(life);
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}
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lifeDisplays.Add(player.GetComponent<Damageable>(), lives);
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}
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}
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private void Update()
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{
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foreach (Damageable damageable in lifeDisplays.Keys)
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{
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foreach (GameObject life in lifeDisplays[damageable])
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{
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life.SetActive(lifeDisplays[damageable].IndexOf(life) < damageable.lives);
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}
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}
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}
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}
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