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[MUSIC]
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Hello again,
welcome to our instructor hangout.
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We've got Ben with us here.
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Good day Ben.
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It's been a while since we've seen you.
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How have you been doing?
>> Good day Rick.
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How are you doing sport?
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I'm fine mate, thank you very much.
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I've been away for
a little trip so I'm back now and
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looking forward to helping out.
>> Cool, cool.
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So what we're gonna go through in this
video is, we're gonna go through some of
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the things that we've dug into
throughout this section and
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get Ben's take on what we've been doing.
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I said at the start of this course it's
good to hear things from different
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perspectives, angles.
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So we're gonna get Ben to give us
his take on what we've been doing.
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And the first thing I wanna dive
into is a good meaty conversation.
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We've had some questions about state
versus state versus state and so
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we use the word state about 1,000 times.
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And a little bit of why
have we got state state?
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What does that mean?
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Just to touch on that and to get your
thoughts, Ben, on how do we know, for
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example, that we can access our
public method in the state class.
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What in here is telling us
that we can access that?
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But first, a really quick note when
Ben and I were goofing around,
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we've commented out this line of code just
while we're experimenting and talking.
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Don't comment out that line of code,
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don't follow what we've done
with that particular line.
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Leave it as it is,
you don't need to comment it out.
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Okay, back to it.
>> Okay, so first thing I want you to pay
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attention to the coloring,
here, and the capitalization.
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So state state is saying that we wanna
make a variable called state with a small
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s and is of type state.
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Now why are we calling it state state,
why use the same word twice?
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Simply because as you get more experience,
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you will use the same word twice because
your eye will be attuned to two things.
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To the capitalization, which of course
we're hoping that you are nice and
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good people and make your actual things,
your instances, with lowercase.
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But the thing that's more robust
than that is looking at this blue.
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This state is in blue,
just like text is in blue here.
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All these things that are in
blue are types of things.
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Input is a type, key code's a type.
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All these things are types.
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So it's a variable of type state and
they both happen to have the name state.
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So-
>> Cool, great.
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>> That's that bit.
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>> Very good.
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Yeah, excellent.
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So that's one part and
then the next part is,
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I've seen a couple of questions in
the Q and A about why does this work?
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Why can we say that our
TextComponent.text we're calling our
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method from our state class over here.
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Why is this state effective in allowing us
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to call this method?
>> Well over in state.cs,
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if you pop over there for a second, we've
said that when we make these state things,
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which for the moment I understand
that you guys haven't got the detail
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of exactly what a class is.
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And a lot of these details
you're gonna have to.
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Remember how pictures used
to load on the Internet?
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They were fuzzy and then they get
sharper and sharper and sharper.
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And now the Internet is so fast that they
just appear, but they used to go fuzzy,
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then sharper, sharper, sharper.
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That's the way we're teaching you.
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We're not teaching you line by line,
right.
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Because the reason images used to do that
is cuz you kind of got an overview really
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quickly and you could scroll down the page
if you weren't interested, same here.
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So we're giving you the overview,
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then we're gonna drill into
the detail on successive approaches.
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So what we're doing here
in this other class,
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is we're saying that it's public,
a public method
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called GetStateStory is available to
anything that is a state instance.
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So we have this state class in blue.
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I've done it in red, but you get the idea.
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And then we make ourselves
a little state variable here.
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It's now on this state variable
we can say, .Get.StateStory etc.
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All right, so that's whats going on there.
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The reason that you can say
back in your Adventuregame.cs
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class .GetStateStory is because the State,
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this State here is this word here and
it is of typestate.
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Because it's typestate it has
this public method on it.
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So, that's kind of all you
need to know at the moment.
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Well, unless there's another question.
>> Excellent, no, that's good for now.
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And you were saying we haven't
dug a lot into class and
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in upcoming sections we're gonna dig into
that a bit more or a lot more I guess.
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We're gonna dive into that a bunch.
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There's also a conversation that we've
been having throughout this whole section
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that's been about scriptable object.
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And there's been some great questions
about the notion of here is
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game as a game object.
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And we can see very clearly we've
got our script attached to it.
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So that brings the script into existence.
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That makes the script come alive,
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cuz it's attached to this
GameObject as an instance.
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Whereas this script here,
state, is just hanging out.
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But let me give ourselves a bit
more screen real estate here.
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When we create our scriptable objects,
you can see that the state script,
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the state class,
is sitting on this asset file here.
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Do you wanna give us your take on
what's going on here from a different
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direction?
>> Yeah, so
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let's take it from the direction of where
things are on the disk to keep it simple.
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So over on this GameObject anything you do
on that is being stored in the scene file.
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So that is just in your scene file
which will be in this folder over here.
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So anything you're doing there's stored
in this scene until you get into prefabs
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which we'll get into later,
which are prefabricated objects.
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So when you make the changes that,
store them there.
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Now, when it comes to these files down
here, all of these state files that we've
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created, the point is, is what it's
saying in the inspector here is, firstly,
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when you make one of these you're
just making a file on the disk.
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You can see it here.
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It's in a cell.asset,
it's A2 in a cell.asset.
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So when you make one of these, you're
literally just make a file on the disk.
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And the template that that file is based
on is defined by this state script that
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we made.
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So the state is just the template for it.
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It's like the form you're
filling out basically.
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And then here is the form
showed to you in the inspector.
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It gives you options to both specify texts
and to link to a couple of other states.
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So that's what's going on there.
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You're making a file on
the disk to a given template.
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The template is the state.cs
script of an object class.
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It's a template for
storing information in.
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Just like a Google form or
a Wufu form or a SurveyMonkey form.
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It's just a form.
>> Yep, cool.
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And in your opinion, Ben,
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when should we be looking beside let's
just jump to scriptable objects?
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At this stage people are going
through the course and not yet
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familiar with how do I make decisions,
how do I problems solve?
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One of the things that I've been
hitting on is let's teach you how to
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problem solve.
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What's a nugget that we can be
giving people at this point,
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in terms of when they should be thinking,
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scriptable objects would be a good idea
from my project versus I don't [INAUDIBLE]
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scriptable objects at the moment?
>> Okay, so two answers I think to that.
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Number one is you won't know yet.
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If you're brand new to coding and
you're following a 3D,
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you don't have enough experience yet.
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So step one is watch us do something,
right?
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Step two is start to follow along with us.
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Step three, later on and
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the learning journey you'll be to be able
to make those decisions for yourself.
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So don't expect to be able
to make that decision yet,
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we're just introducing you
to a possibility, right?
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And then to answer more specifically,
when you start to wanna watch out for
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that type of stuff is in code you
should never have magic numbers.
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We've started to talk about that.
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Any number that's not zero, one, or
two probably shouldn't be in code.
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Even two is questionable because it's some
sort of number that contains information.
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It's the number of days of the week.
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It's something else.
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So that should be
a parameter to your code.
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It should be something that you use
to change the way your code works,
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not buried deep inside the code file.
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And the same goes for
words and strings of text, so
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putting all the story text in the code
has a couple of problems with it.
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Firstly it obfuscates,
it makes unclear how the code works.
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And the other thing that it does is that
if I'm working on a CS file, a C# file
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trying to make the game do something,
behave in certain way, somebody else can't
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simultaneously work if you wanna work with
a partner on creating the story text.
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Because they'd be clashing
on the same file, and
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we'd have a lot of trouble
reconciling those changes.
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So that's kind i the bottom line as
to why we're using them here and
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we wanna introduce you
to them really early.
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Uncomfortably early for me in the design
of this course to introduce it to you.
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But the point is that,
if we do that and as you move forward,
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you'll start to question
whenever you create a new script.
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In the future,
in about three sections time,
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you'll be ready to start questioning,
I'm making a new script.
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Should it just be what comes
out the box by default,
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which is more on behavior thing which
is just what comes out the box.
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Should it be a scriptable object,
which we'll try to see now or
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should it be something else
which we'll cover later.
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So that's the point,
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it's to get you in the habit of
questioning the type of script that Unity
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just automatically gives you.
>> Yeah, that's a really great point about
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multiple people working on it, cuz you
might have a friend you teamed up with.
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The friend's gonna be the story writer and
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you're gonna be working on
the functionality, for example.
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And the friend can be in there creating
all sorts of great story and states and
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flow and not at all impacting the fact
that you're in here working on the script
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and getting some
functionality into the game.
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It's pretty cool.
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Another thing that Ben and
I were talking about just before we turned
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on the camera was our bracketing,
our braces and where things fits.
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So I wanna touch on that
just very briefly Ben.
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What's important at this stage and
what's not important at this stage in your
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opinion for people to be focused on when
it comes to the layout to white space,
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to their formatting?
>> So this is an interesting one.
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It's a bone of contentions.
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So it's a marmite point.
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Either you love it or you hate it.
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One thing actually matters is how
the compiler in service that code.
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Now I'd really like you to be able to read
code even if it's not perfectly formatted,
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otherwise when you even go to Unity sample
code it may not be perfectly formatted.
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If you find other people's code on
the web, it's not gonna be perfectly
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formatted, there is no perfect, but it may
not be consistently formatted, all right.
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Now what you're seeing on the screen here
is not currently consistently formatted,
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but it's okay, let go of it.
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Yes, of course, we should have
a consistent coding style and yes,
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of course, it's good if we stick with
a perfect and consistent code style.
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But to do that you have to learn as
Rick says, to change the template, and
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what gets spat out in terms of
this code with start and update,
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there's spaces between the method name and
the brackets here but there aren't here.
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This curly braces here rather than here,
relax, its okay.
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It all works in C#,
it's all white space, it doesn't care,
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we know it's not 100% consistent.
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We, in the future of the course,
will think about changing the template and
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really tightening that up.
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But the first thing you need to do is let
go of perfect code formatting before you
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then start fully owning it, in my opinion.
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Cuz first you need to make a decision
about what code style do you
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want to employ.
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There is no one code style
that is the right code style,
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it's what's right for you.
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And secondly, you need to be not
allergic to other people's code.
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You need to get in the habit of
suppressing that urge to say,
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it's not right.
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And remember there's no right or
wrong, there's just styles.
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It's not consistent, it's not good, but
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you need to get able to read code
that is inconsistently styled.
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Otherwise, when you come to solve bigger
problems later, where you wanna copy and
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paste or at least you're inspired by other
people's code, if you can't get over the,
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it's not perfectly consistent, you can
lose out on a lot of value that other
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people have created.
>> Yeah, that's a great point.
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As you were talking I've just gone and
formatted this to our preferred
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formatting, which is not to have any space
between the update and the brackets here,
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and to have our curly
braces on the next line.
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But there's a lot of people who
prefer to do things like that,
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and they both work.
>> Yeah, absolutely.
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[CROSSTALK] So strive for
consistency in the code you write but
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forgive inconsistency in others.
>> Excellent, really good.
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The other thing I wanted to hit on in this
instructor hangout is there are some part
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of the design in this section that
we've gone through pretty fast, for
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example how to write a story or
how to come with a story idea?
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Or how to connect from one
state to the next state.
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We've gone through that pretty quickly cuz
we just don't have time in this course to
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dig too deep into design.
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People are here to learn programming,
they're here to learn Unity, and
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they're here to learn how to make
a game from start to finish.
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So we skipped some of that, and hopefully,
we'll have a narrative design course.
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If you really want one
then make some noise and
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we'll put that on the agenda
to create one of those.
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But I've deliberately not spent too much
time on that throughout this section cuz I
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know we just don't have time
to dig into it too much.
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>> Awesome, well thanks for
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being with us guys.
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Do dive over to the community side and
share your biggest takeaway,
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at least your biggest single takeaway
from this instructor hang out.
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Let us know if you like these instructor
hang outs, hopefully you do and
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we look forward to seeing
you in the upcoming content.
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