Game controls keybinding - final implementation

This commit is contained in:
Jakub Sztuba 2023-01-13 21:17:48 +01:00
parent ac71c14074
commit df05408237
12 changed files with 63905 additions and 10135 deletions

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@ -62,6 +62,13 @@ public class BossThug : MonoBehaviour
} }
else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0) else if (state == BossThugEnum.Attacking && player.GetComponent<Player>().currentHealth <= 0)
{ {
// 3. Save additional controls
SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("EXP HEALTH"));
DisplayExpStatus.keyToExp = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
DisplayHealthStatus.keyToHealth = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ExpHlth"));
PlayerPrefs.Save();
doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo(); doorway.GetComponent<DoorBehaviour>().ScenetToMoveTo();
PlayerPrefs.SetFloat("health-S", 10.0f); PlayerPrefs.SetFloat("health-S", 10.0f);
PlayerPrefs.SetFloat("health-S", 10.0f); PlayerPrefs.SetFloat("health-S", 10.0f);