Files
Crash-Course/Assets/Scripts/Game/HealthBarManager.cs
2025-03-28 17:39:07 -04:00

56 lines
1.7 KiB
C#

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() // Updates position of health bars to follow each player
{
foreach (var kvp in playerHealthBars)
{
GameObject player = kvp.Key;
if (player == null) continue;
GameObject healthBar = kvp.Value;
healthBar.transform.SetPositionAndRotation(new Vector3(player.transform.position.x, player.transform.position.y + 1.5f, player.transform.position.z), Quaternion.identity);
}
}
private void OnGameStart() // Creates health bars for each player
{
foreach (GameObject player in GameManager.players)
{
if (!playerHealthBars.ContainsKey(player))
{
GameObject healthBar = Instantiate(healthBarPrefab);
healthBar.transform.localScale *= 1.5f;
healthBar.GetComponent<TerribleHealthBarScript>().SetPlayer(player);
playerHealthBars[player] = healthBar;
}
}
}
private void OnGameEnd() // Destroys the health bars when the game ends
{
foreach (var kvp in playerHealthBars)
{
Destroy(kvp.Value);
}
playerHealthBars.Clear();
}
}