using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class UIManager : MonoBehaviour { public GameObject damageTextPrefab; public GameObject healthTextPrefab; public Canvas gameCanvas; private void Awake() { gameCanvas = FindObjectOfType(); } private void OnEnable() { CharacterEvents.characterDamaged += (CharacterTookDamange); CharacterEvents.characterHealed += (CharacterHealed); } private void OnDisable() { CharacterEvents.characterDamaged -= (CharacterTookDamange); CharacterEvents.characterHealed -= (CharacterHealed); } public void CharacterTookDamange(GameObject character, int damageReceived) { // Create text at character hit Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position); TMP_Text tmpText = Instantiate(damageTextPrefab, spawnPosition, Quaternion.identity, gameCanvas.transform).GetComponent(); tmpText.text = damageReceived.ToString(); } public void CharacterHealed(GameObject character, int healthRestored) { // Create text at character hit Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position); TMP_Text tmpText = Instantiate(healthTextPrefab, spawnPosition, Quaternion.identity, gameCanvas.transform).GetComponent(); tmpText.text = healthRestored.ToString(); } }