using Assets.Scripts.Enums; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.SceneManagement; public class GameManager : SettingsManager { public GameObject damageTextPrefab; public GameObject healthTextPrefab; public Canvas playerUI; public Canvas pauseMenuUI; private void Awake() { SoundManager.instance.ChangeMusic(SoundName.MusicHappy); } 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(); 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(); tmpText.text = healthRestored.ToString(); } public void GameLoaded() { pauseMenuUI.GetComponent().SetTrigger("GameLoaded"); } }