public void EndOfConfrontation(bool playerDead) { confrontScene.SetActive(false); if (playerDead) { TerminatePlayer(); deathScene.SetActive(true); } else { sceneProb.AddWeight("Heal", 0.05f); sceneProb.AddWeight("Upgrade", 0.05f); currentScene = lootScene; lootScene.SetActive(true); DisplayInventory(false); myLootHandler.InitializeLoot(myCombatHandler.enemy); } }