Added assets from old repo
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using UnityEngine;
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using UnityEngine.UI;
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public class HealthBarManager : MonoBehaviour
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{
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private float playerHealth;
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public float sliderValue = 100.0f;
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public GameObject centerBar;
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private Transform centerBarTransform;
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public GameObject rightBar;
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private Transform rightBarTransform;
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public Image centerBarSprite;
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public Image rightBarSprite;
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// public Image leftBarSprite;
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private float shownHealth;
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public Image skullSprite;
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private Transform centerBarPosition;
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private float centerBarOriginalHeight;
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private float centerBarOriginalWidth;
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private Vector2 originalSizeDelta;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Awake()
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{
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centerBarOriginalWidth = centerBarSprite.sprite.rect.width;
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centerBarOriginalHeight = centerBarSprite.sprite.rect.height;
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skullSprite.enabled = false;
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originalSizeDelta = centerBarSprite.rectTransform.sizeDelta;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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playerHealth = GameObject.Find("GameData").GetComponent<GameData>().CurrentHealth;
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if (playerHealth > 0)
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{
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centerBarSprite.enabled = true;
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rightBarSprite.enabled = true;
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// leftBarSprite.enabled = true;
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skullSprite.enabled = false;
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shownHealth = playerHealth;
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}
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else
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{
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shownHealth = 0;
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centerBarSprite.enabled = false;
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rightBarSprite.enabled = false;
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// leftBarSprite.enabled = false;
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skullSprite.enabled = true;
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}
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// add lerp function for health
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float healthIncrement = (shownHealth - sliderValue) * 0.1f;
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sliderValue += healthIncrement;
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centerBarSprite.rectTransform.sizeDelta = new Vector2(originalSizeDelta.x * sliderValue / 100.0f, originalSizeDelta.y);
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// centerBarPosition = centerBar.GetComponent<Transform>();
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centerBarTransform = centerBar.GetComponent<Transform>();
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centerBarTransform.position += Vector3.right * healthIncrement * 1.1f;
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rightBarTransform = rightBar.GetComponent<Transform>();
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rightBarTransform.position += Vector3.right * healthIncrement * 2f * 1.1f;
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}
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}
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