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We've got the vials being delayed
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When the player
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Collides with them but we actually need to increment
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Some kind of experience number when the Vial is collect
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So we're going to get into
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Custom
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Signal
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And how we can use those for our purposes
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So there's a problem here which is that
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We need to tell
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Some other note
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That an experienced file has been
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Was that very clear how were go
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To do that
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Well we are going to have is we're going to have an upgrade manager now
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That will keep track of the current
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Experience number
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And then
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Trigger the
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Opera
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When
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And perhaps we'll call it
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Experience
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So let's go ahead and do that first before we get into the
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Signals
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So I control an
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We're going to add a type of others
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And use the root note
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Call this
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Experience manager
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Go ahead and save that
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Into
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Res scenes
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Manager
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Subtitled by
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We compress knowledge for you!
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Garden saving in there
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Perfect let's go and put that experience manager in our mate
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Kia Soul right click main instantiated child no
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Experience manager
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Going to drag that up with the other managers
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Perfect
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Go back to our experience manager and what artists
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So click on the Script
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And and default settings are ok
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What's create a variable
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The top 1
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Variable
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Current underscore experience
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Is equal to 0
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And let's clear out these functions
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Every creator own function
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Increment
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Experience
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And will pass in a numbers in arguments or number
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Type is a float
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Cornet
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And then we can say current
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Plus equals
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Number
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This is a very simple thing very simple function that we can use to implement our
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Current Xperia
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Now we are going to want to enhance this with
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Some kind of detection of whether we've hit the next level
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Have an upgrade
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That's the comely
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But for now let's go ahead and
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Print
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Current experience and what that will do
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Print
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The Xperia
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The value
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To the
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Cancel
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Of course the problem
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Hardwick Hall Inn
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Experian
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There's another ways we can do
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We could if we wanted to add the experience manager to our own
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Group
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And then
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Detected
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From the Vine
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I think I better way to die
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Is to use a global
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Event
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Singleton
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So this global event Singleton networking to create
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Well have
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Away
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For the
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Vials
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To call
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Sum function that notifies the rest of the game
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That a vile has been
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So let's go back to a 2D view
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Hit ctrl n on the keyboard
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And then we're going to create another note of
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Snow time
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Call this
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Game events
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Let's go and save it
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Case were going to create a new folder and we're going to call it autoload
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Create a new folder in your seems Drive called auto load and save game events in there
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I know what's going on artist
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Default settings
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So it's clear out all of these methods you
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And the first thing I'm going to do is we're going to write underneath
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Extend node
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Classroom
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Game
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Events first let's talk about
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Psalm
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Methods that were going to
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So what's going on
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Let's create a funk
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And we're going to school this in May
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Vile
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Collect
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Let's go experience van
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Soham
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Experience while collecting
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Let's passing.on number
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Tight as a flu
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Have a colon at the
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As usual with funk
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And what were
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Do is we need to admit our own custom
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Remember how are using signals throughout the apple using the time out to detect when a timer is done
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Reusing area entered
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Collect area 2D collisions well we can create our own signal
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To notify
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When our own game event
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Have had
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And this doesn't need to go through a Singleton
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Auto mode like we're creator
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It can be used in any context that you want
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It's the way that we define a custom signal is at the top of Arthur
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What I'm going to do is use the signal keeper
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And this is going to be called experience underscore Vale under
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Collection
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And then we're going to pass out
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The number
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Is a flow cell noticed that this takes the
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4
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Someone looking like
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Of function
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I'm not going the right pass in here in the
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Experience
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A real quick just to get rid of it
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So now if I go over to my game events and note here in the sea
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Dark
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And I got a note you can see now that I can actually see that my custom signal is here
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Experienced by alkali
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It was number
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As a very
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In order for the signal to notify anything it's listening to it we need to know what
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Are you doing this function
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Is we're going to say
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Get rid of the Passover just going to say
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Experience
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Bile collector.net
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And then we're going to pass in that number
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Search going to admit our signal for anything that's listening to
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Before we go
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Go heading to Project
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Products
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Go to the ardilaun hotel
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And we're going to add
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Using this folder button right here
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Add our game events coming to steam
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Download
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And then attach game events make sure you attached the dad TSC
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It does work with GED files
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We want to use the scene just in case we make any further
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The game
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Seeing
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We don't want it referencing the Script
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So use.to see and hear
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And it looks like we actually don't need this class names are going to remove the class name
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From that game events right
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And then let's go back to a project project settings autoload
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Go ahead and load it back up and click
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Ok so we don't need a class name because it's automatically going to register
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The game events as a global
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Script
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So we don't need to do that are
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So we got a game event and what another does is essentially
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It puts them now
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That you've specified
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In the same tree at all times the moment the game start
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So this is essential
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Something that will always be available in your game
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Unless you manually free
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So it doesn't matter if you're changing scenes it doesn't matter
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What's happening in the game
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As long as you are not specifically freeing this note
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It will exist all
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What's really good for things like singletons
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Another global
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It's a hard going to connect to this game of
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Signal what we can do as we can go back over to experience manager see
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Click on back over to the inspector
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Just sorry things and can't
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Let's go ahead and open up the Script
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Clicking on the Script
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And we've got our internet experience
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Function
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So what we can do is let override the ready method
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Funk underscore
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On ready what we're going to do is ringing to say game even
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Experienced by are collected dad connect Sonos how we are connect
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To the experience file collect
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Jamie
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Or game signal ourselves in this
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Ready method just like we were doing with time out in area
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I'm going to write on experience
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My shrink this so that it all looks good
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On experience Vale
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Collecting
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And then we can hear
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Write that function on Xperia
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And don't forget we're getting the number
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As a float in here
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And all we can do is just call increment experience
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Now we could move
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This cold here just into here one and two
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But the reason I don't is because I like to have
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My signal handlers
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As distinctive functions from anything else that might be called
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It's feasible to assume that I can call increment Xperia
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From elsewhere
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In the app
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Write in so in that case I wouldn't make sense
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To call this
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This method is reserved for handling the
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Signalling
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So now with connecting to that experience while collecting
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The final piece of the equation is to Amit
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Right so
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We're all connected up but as of right now nothing is telling the game vents to admit that
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Going to hit ctrl shift
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Open up the experience vinyl
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Inside an open up the experience file script
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Skip the button
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On area entered where curlicue fringer but before eq3 let's go ahead and do game event
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Dart
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Experienced by all collected and will just pass one for now
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Solicitor telling the game events
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Go ahead animated signal
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With the value of 1
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Because that's how much work
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Going to add to the experience
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Counter
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Everything work correctly we should be able to see in our output when we Run the game
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That the number is gradually increasing
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As we run around and
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These vile
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I like it
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I've got 1 2 3 4 5 6
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So now we've got a number
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For experience it's being tracked
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That flowing through
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A game of
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System which we will
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Probably be extending into the future
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And that's basically how we can use
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Kustom signals
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To handle
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Different event
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Throughout the game
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