Added functional strength points
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fbe444689f
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@ -42,6 +42,8 @@ public class FollowingPatrollingEnemy : Enemy
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public float expValue;
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public float dmgValue;
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void Awake()
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{
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@ -104,7 +106,8 @@ public class FollowingPatrollingEnemy : Enemy
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{
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if (timerHit >= hitWaitTime)
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{
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TakeDamage(1.0f);
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dmgValue = PlayerPrefs.GetFloat("attackValue");
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TakeDamage(dmgValue);
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hit = false;
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timerHit = 0f;
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TakeKnockback();
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@ -49,6 +49,8 @@ public class Player : MonoBehaviour
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public LevelBar levelBar;
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public FloatValue minPlayerExp;
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public float attackValue;
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public static void putPlayerInCollider()
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{
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playerInCollider = true;
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@ -218,6 +220,7 @@ public class Player : MonoBehaviour
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void Update()
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{
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if (lvlUp == true)
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{
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PlayerPrefs.SetInt("LvlUpPopUp", 1);
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@ -353,7 +356,40 @@ public class Player : MonoBehaviour
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public void ManageStrength()
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{
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if (!EquipmentManager.Instance._weapon)
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{
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attackValue = 0f;
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}
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else if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test"))
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{
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attackValue = 0.5f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if (EquipmentManager.Instance._weapon.Name.Equals("Basic_Sword"))
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{
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attackValue = 1.0f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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strengthPoints = PlayerPrefs.GetInt("strengthPoints");
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if(strengthPoints == 1)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.1f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if(strengthPoints == 2)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.2f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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else if(strengthPoints == 3)
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{
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attackValue = PlayerPrefs.GetFloat("attackValue");
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attackValue = attackValue * 1.3f;
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PlayerPrefs.SetFloat("attackValue", attackValue);
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}
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}
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public void AddStrengthPoint()
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