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What's continue work on our death component so that we can
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Use it to show when the rat dies
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What's going to open up for desk components
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And
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In here let's go ahead and add a script to it
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What's export
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A variable
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Cold health component
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And it's going to be of type node
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And then in our ready message
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Let's do a health component
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Died
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Dartconnect
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On died
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And then let's write that method as well
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Funk on
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What's Right pass in here for now
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So it's like that animationplayer and we actually got to go to work default animation here and we're going to uncheck
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AutoPlay on load
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Because we don't want this to happen so what is centrally we're gonna do
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Is we are going to win
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The
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Health component in with the Dead signal
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We're going to do
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Show me the colours my enemies
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Take this debt company
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Subtitled by
online-courses.club
We compress knowledge for you!
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We're going to remove it
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From
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The scene tree and we're gonna put it back in the same tree somewhere else probably on the end
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So we're going to say
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Get parent
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Start removechild
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Self
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So that's going to do is asking a good parent and it's going to say remove mice
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First before we do that we won't get a reference
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Two of the same tree so I'm going to save our tree
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Is equal to
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Treat
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Calories in you have to do this because once you've removed yourself
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From the same tree
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You will not be able to call get tree anymore because it's not in the tree
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So if we get a reference to the tree before we remove ourselves from the tree
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Then we'll still be able to do operate
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Install the tree
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And then we're going to say
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Get the parent and then remove the child which is our self
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And then we get there so the layer the entities later so
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Let's go back to our main real quick and then let's click on his Anthony's Leigh
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And go to the note app
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Add two groups from there and we can see that
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The entities is a member of the entities
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So in our gas component on died
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Let's save our entities is equal to
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Tree
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Get first node in group entities
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Leia
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Just like so
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Everyone into we could actually move this line up with alt and Andy up arrow
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And then we don't need this variable any
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So we're going to remove that
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And then again
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The little B
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So grabbing a reference
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Anthonys way
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Removing yourself in the mirror entities
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Start and Child
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And self is just a reference to the current
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The Script
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Ok
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And then we need a play the animation player so we're going to
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After that
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2 dollar sign animation player dot
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Play
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D4
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So we play the diff
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Animation
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Election be all the way in
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Now there is the issue of setting the
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Texture
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Appropriate for
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The enemy
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In the GPU particles 2D
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Until the way that we can handle that is let's go ahead and export
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Another very lot of time
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Call
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Spray
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And we're going to set that
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Type of spray
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2D animal is on the ready method what we're going to do is
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Create a reference to that GPU particles 2D
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Set the texture property equal to
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Sprouts
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So essentially just going to grab the texture from the
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And save
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Our text her for the
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Portugal
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That's sure as long as we supply the sprite
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That should
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Keep it in sync with the enemy Vision
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Let's go to our basic enemy seems or control shift out open up the basic enemy
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And we need to go to the 2D
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You just so we can see what's going on
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Enclose the animation tab if you want at the bottom
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When I Institute a child scene
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Under the basic anime
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The death component
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I'm going to put this death component
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Basically just above the heart box component here
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And then we need to drag in our health component
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And then we need a dragon H Sprite as
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Ok
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So if all went well we should start seeing in animation
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Play so that particle animation play
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When a
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Rat
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Ok so we're not saying anything and the reason is because
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We're not setting the position
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Of this death camp
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So let's go back to the death component
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And open up that's
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And we need to set
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The global position
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Equal to
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The
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Rats global
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So
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In the on died before we do anything
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In terms of the tree manipulation
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We want to get the Owners Club will position
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So essentially we're going to save our
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Spawn position
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Is he good to
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Moana
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Global position
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And again we are making some assumptions here
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Branston's that we have an owner and that the owner is allowed to die
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We could do some defensive programming here if we wanted so we could say if owner is he got to know
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Or
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Not
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Moana
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Is
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No today
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Then we'll just return
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And not do any
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Ok so that's a few check out the way
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Respond position is equal to the owner global position
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Ok and then
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After we
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Add a child
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Back
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So average ourselves back to the Ender Slayer
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We're going to say
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Global underscore
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Is equal to spawn position
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And then we can play that enemy
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So let's run and see now if we're going to see that
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And there go
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She now then
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The rats are flying up into the air
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When they die
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Nrv
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Comedic
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Fashion
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And that's looking really good I can I'm really happy without it turned out
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And the beauty of this is that this is generic so that we can use this
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Hello everyone
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So that's working as intended now
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Let's make a couple of
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To the particle itself so in the death component open at the GP Partick
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Let's change the lifetime 2.5
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And I'm going to go to gym
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And whatever testing you can turn off
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One shot here
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And turn on in middle
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So we can see what's happening
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So I want to make this feel little bit more snappy so I
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Turning the lifetime down 2.5 seconds here
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I'm going to open the particles process
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Material here
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And I'm going to change
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The gravity
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I'm gonna bump this up to something like seven hundred
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Search much snap your I might even go 800 year
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800 gravity
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And then we can bump up the velocity minimum 2 something like 175
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Another lasting maximum can be something like three hundred
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Because we're dealing with such a strong gravity
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We can do a higher initial
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We have to do higher initial
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Everlasting Max tu250x
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Just because it's going a little bit too high
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Angular velocity
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I'm actually going to increase that angular velocity
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As well
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So
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For this last minimum
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Let's multiply this by 2 and you can actually type mathematical expressions in his property
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So if I want to get twice the amount of 70
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I can say x 2
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And then I can do the same
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In here
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Ok now before we Run the game
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Co-op collapse of particles process material make sure you turn one shot back on
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And then we can go out at
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Play and see what's going on
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Salads looking a lot
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Nicer we don't have such an a bra
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Disappearance of
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The entities when they're dying
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I just feel generally more satisfying
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What is the difference in good shape now there is one minor thing that I'm noticing which is that we did not make
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Rat face the correct Direction when
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Walking
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So let's handle that
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So that we can wrap up
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The work that we need to do on the rap for now
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So I'm going to go to the basic enemy
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Scene
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Open up the sky
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And we have our vision
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Was here
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And so we want to grab a reference for those visuals on ready so we can still there
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In the same way that was killing the player so far
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So unread evar
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Visuals
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Is equal to
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Dollar sign visuals for the short hair
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And it's going to be very simple what we do here
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It's going to be the same thing as we did
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The player we're going to save our
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Move sign is equal to and we're gonna use sign
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Velocity
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And I'm going to say if move sign is equal to
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Let's do something different is not equal to zero
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Then we're going to set the visuals
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Start scale
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Is equal to
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Vector2
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Move sign and then one
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We may need to negate this actually because the rat is actually facing to the
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By The Fall
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So let's do negative move sign
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Learning to flip around the other way
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LFC of death work
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Open I did this wrong they should be signed velocity
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X we can I take the sign
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A vector needs to be the sign of a floating into
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Ok so what's your head and Run the game again
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Add now or
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Should be
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Facing in the direction that they are moving
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And we might as well make this
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Same logic improvement to the player so go ahead and open up your players name
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Open up that script
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In here we have this if move sign equals 0
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Isis change this to if move sign is not equal to zero
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And then delete
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Subtitled by
online-courses.club
We compress knowledge for you!
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This line and also the else
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So we're only going to set the visual scale if the move sign
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Is not equal to zero and that means that if we stop moving it's just going to use the
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Scale another word for started
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Star Player should still be facing left when we stop moving
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That's the day
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Component and the enemy movement
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Finished
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