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