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Let's create a defeat screen or a you died a screen
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With the same or similar functionality
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Has the Victory
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And we're actually going to use the same underlying c
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And so
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We're going to go ahead and just make it configure
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I'm going to go ahead and open up with ctrl shift all the victory screen
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And this is going to need to be renamed
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So I'm going to go out and do that
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I'm gonna search for Victory
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Screen in my file system here
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I'm going to right click
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On the scene
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Rename
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2
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End screen
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Instead
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Not going to rename the Script file as well
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So right click rename
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Record is end screen as well
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And before you go any further I'm going to run the game and make sure that it's still working as expected
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Perfect
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Which change this
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Victory screen name to end screen
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And then let's go ahead and open up our aurena time manager
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Subtitled by
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We compress knowledge for you!
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Let's open up at script
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Add let's rename this variable
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We're going to say rename this victory screen seem to end screen scene
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And would change Victory Here in on timer timeout
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And here is
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Ok so now we've renamed our variable to end screen everywhere
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We're going to need to reset
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This and screen seen here
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In the arena time manager seem so select the root node
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I just tried over your end screen into the
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Exported variable there
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Let's go back door and screen seen and open up the Script
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And we just need to set
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2
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Just basically be reskinned for the defeat case
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So let's go out and create a function in here
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Functions set defeat
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And in here what we need to do is we need to change the value of Evil
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So I'm going to rename his labels over here
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Recall this title label
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Add a second one to
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Description label
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But I like both of those by holding ctrl and click and boat
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Right-click
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Then select axis is unique name
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And then in our said defeat funk
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Let's do dollar sign
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Percent
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Title label
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Dot text
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Is equal to
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Defeat
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In quotes just like so
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And then same dollar sign percent
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Description label
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That text is equal to
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You'll
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Ok so we need to now show this screen when the player dies
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So I'm going to go to my main
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In our main doesn't
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Have a script on the route now I'm going to go ahead and do that so I'm gonna click the new script button
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Create ad script
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Song
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Ready so I can override that ready method
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And in my entities
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I'm going to go here and I'm going to right click
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The player
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And access is unique name as well
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What we're going to do
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Is we're going to do this
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Dollar sign percent player
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Now we have the players health compare
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Traits of a open up my player script
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We have a variable health component here in the player
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So if I go back to my main script
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I can actually reference that health compare
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That means that I can connect to
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The tides
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So I can
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Health components
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Dartconnect
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On
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Play Adele
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That function on player died
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Ellis my past for now
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Because we need to create an export variable appear
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For the
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So tight end
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Screen
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Scene
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And that sometime Tupac
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Seemed
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What's click on our main
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Root note up here
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LS drag over that and screen again into that variable
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So that's it
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When the player dies we're going to do the same thing you're going to say
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Bar and
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Stream instance
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Is equal to
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And screen
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Scene
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Instantiate
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We're going to say add child
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Screen
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That should basically be it
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Go back to my Arena time manager
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We already know that this works so I'm going to change the wait time back to 60 seconds
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Which we will definitely be increasing for the Fog
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Let's go Henry clip play
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And see
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If we
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I did that message when we die
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Victory ok so
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This is working
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We just didn't call the set defeat meth
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So let's go ahead and do that in our main script here
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And we're just going to say
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Aldi egg chair
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And screen insta
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Start
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Set
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Ok and is very
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We cannot call the set David before it is in the sea
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Tree
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And
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That some generally true
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When you're trying to manipulate or get information about
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The scene tree
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So in our end screen
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If I go down the screen
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You see that word referencing
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Knows that exist in the scene
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And a lot of times you'll find that
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Just doesn't quite work
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Or if you rely on something
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Initializing the radio
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It's not going to quite work
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Unless you are the same
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To The Scene 3
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And when you add scenes to the same tree at runtime
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The ready method essentially gets called in between these two lines Lines 12 and 13 here
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So if I call and child and screen instance
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That ready method is going to be cold
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As part of this and Child
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So that means that anything that runs in the ready method for this end screen will be available by the time I run this line
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So you have to be a little bit careful about your order of operations if you're getting strange errors
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I would double check that you're not trying to do anything scene tree related
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With
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You're seeing that you're instantiate
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Until it's been
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There is some stuff you can do before it's been added to the same tree
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But you have to be very careful about
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What you're trying to do
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It's all for good measure let's just give this another shop
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We don't really need a test the buttons to make sure that they were
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I'm pretty sure that they are going to work cos we tested that with the
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Victory screen
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I got you last and I'm just gonna rage quit
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Alright so we've got a victory and defeat screen in place
10905
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