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; GameObject healthBar = kvp.Value; //Vector3 screenPosition = Camera.main.WorldToScreenPoint(player.transform.position); //screenPosition.y += 15; //Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition); 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(); } }