using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class HeartsBarView : BaseView { [SerializeField] private HeartImage heartImage; private List heartImages; public void CreateHealthBar(HealthArgs args) { heartImages = new List(args.MaxLives); for (int i = 0; i < args.MaxLives; i++) { HeartImage imageInstance = Instantiate(heartImage); imageInstance.transform.SetParent(this.transform); heartImages.Add(imageInstance); } gameObject.SetActive(true); } public void UpdateHealthBar(object sender, HealthArgs args) { if (heartImages.IsEmpty()) return; for (int i = 0; i < args.CurrentLives; i++) { heartImages[i].SetFullHeartSprite(); } for (int i = args.CurrentLives; i < args.MaxLives; i++) { heartImages[i].SetEmptyHeartSprite(); } } }