using System.Collections.Generic; using UnityEngine; public class HealthBarManager : MonoBehaviour { public GameObject healthBarPrefab; private Dictionary playerHealthBars = new Dictionary(); 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; if (player == null) continue; GameObject healthBar = kvp.Value; //healthBar.GetComponent().fullHealthColor = GameManager.playerColors[GameManager.players.IndexOf(player)]; // Color health bars 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); healthBar.transform.localScale *= 1.5f; healthBar.GetComponent().SetPlayer(player); playerHealthBars[player] = healthBar; } } } private void OnGameEnd() { foreach (var kvp in playerHealthBars) { Destroy(kvp.Value); } playerHealthBars.Clear(); } }