miepzerino
2023-12-19 61930cf21d3eb145df11ea2b719ae7be66c56d24
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
 
public class UIManager : SettingsManager
{
    public GameObject damageTextPrefab;
    public GameObject healthTextPrefab;
    public Canvas playerUI;
    public Canvas pauseMenuUI;
 
    private void OnEnable()
    {
        // add listen events
        CharacterEvents.characterDamaged += (CharacterTookDamange);
        CharacterEvents.characterHealed += (CharacterHealed);
 
    }
 
    private void OnDisable()
    {
        // remove listen events
        CharacterEvents.characterDamaged -= (CharacterTookDamange);
        CharacterEvents.characterHealed -= (CharacterHealed);
    }
 
    public void CharacterTookDamange(GameObject character, int damageReceived)
    {
        // Create damage text at character
        Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position);
 
        TMP_Text tmpText = Instantiate(damageTextPrefab, spawnPosition, Quaternion.identity, pauseMenuUI.transform).GetComponent<TMP_Text>();
 
        tmpText.text = damageReceived.ToString();
 
    }
    public void CharacterHealed(GameObject character, int healthRestored)
    {
        // Create heal text at character
        Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position);
 
        TMP_Text tmpText = Instantiate(healthTextPrefab, spawnPosition, Quaternion.identity, pauseMenuUI.transform).GetComponent<TMP_Text>();
 
        tmpText.text = healthRestored.ToString();
 
    }
    public void GameLoaded()
    {
        pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
    }
}