WEBVTT

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Let's create the fire trap and other traps.

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To do that, I'm gonna head over to my project tab assets and then sprites folder.

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Then I will head over to my Pixel Adventure folder.

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And then we have.

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As you can see, we have the source by Cat, spike Ball and spikes.

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So I'm gonna find the fire one.

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So I have it over here as you can notice.

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So what we're going to do we're going to make the animation.

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So basically let's select that sprite sheet.

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Let's click on this open sprite editor.

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And let's choose this sprite mode to multiple pixel per unit to 16 and filter mode to point no filter.

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Let's click on this apply button and let's slice it off.

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Slice it create pixel count instead of or automatic.

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So let's click on this slice.

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Or let's select automatic to create by cell count.

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And let's spawn for four columns and one row.

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So let's put four columns and one row then slice and then apply.

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And let's select the game view right over here.

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And let's move over to that sprite sheet.

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Let's click on this arrow.

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And in order to see the individual.

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So let's select any of them.

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Let's select the first one and let's drag it over to this in view or into this hierarchy.

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And let's call this one fire.

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Sorry.

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We're going to call this one fire.

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So let's go over to Inspector.

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The inspector let's rename it to Fire Trap or let's simply call it fire.

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And we need to make the animation.

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But before we make the animation, let's add some components to this fire game object.

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First thing I'm going to add a rigid body 2D.

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And this one it's going to be a little bit different.

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Basically what we will do I'm going to show you let's select the fire GameObject in the hierarchy.

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First let's drag it in the top so we can see all the time.

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And let's select the Fire Game object.

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Let's click on Add Component and I'm going to add the rigid body Rigidbody 2D.

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So let's find that by typing rigidbody 2D.

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Let's go go over to Rigidbody 2D.

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And we're going to set the body type to kinematic.

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So it's not going to fall down.

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It's we're going to do it a little bit different.

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So that's why.

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And collision detection we're going to choose continuous and interpolate to interpolate.

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And after doing that let's add up the box Collider 2D.

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And if you just want to skip the part which is interpolate, you can just leave it as none.

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Or to make it a little bit smooth, you can choose interpolate to interpolate in your rigidbody 2D component.

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And we're going to add a box Collider 2D.

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So let's click on this add component and we're going to add a box Collider 2D.

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And let's click on this Edit Collider Edit Collider.

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And we're going to edit the Collider as the size of our sprite, size of our sprite.

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And inside this box Collider 2D.

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What we're going to do we're going to check this is trigger.

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So it's this box.

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Sorry.

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This fire game object.

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Just going to check with trigger.

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And it's not going to register our player to pass through it.

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And let me show you and let's assign this, uh, fire uh, fire trap game object as a trap tag.

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So let's go over to Inspector Attack.

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As you can see it says untag.

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So let's assign with trap.

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And if we just go ahead and then play a play, hit this play button in the top.

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We can easily notice our player game object.

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Just gonna able to pass through this fire, uh, fire trap because we just check the trigger to true.

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So that's why it's gonna check with trigger, and it's not gonna register our player to pass through

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it.

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So let's have a look.

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So if I just pass through it, as you can see, we simply able to pass through it.

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And it's not registering our player to pass through as you can notice.

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So let's get out of play mode and let's make the animation first one.

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It will be ideal.

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It's gonna play something like up down, up, down.

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And the second one, second animation clip will be a flaming like fire flame.

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And if, if, if that moment our player game player game object trigger with that, then we're gonna

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destroy our player.

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So let's make the idle, uh, idle animation clip of this fire first.

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So let's go over to that spritesheet.

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Let's select all of them by holding down shift, and let's drag it on top of this fire GameObject in

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the hierarchy.

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And we're gonna move over to the assets folder.

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And in assets folder we have the animation folder.

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So let's open that up then drops animation folder.

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And we're going to call this animation to something like fire idle uh fire idle idle something like

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that.

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And let's click on the save button.

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And if we choose our fire GameObject in the hierarchy, then move over to animation tab and then click

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on this play button.

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As you can see it just playing that animation clip.

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And the second animation clip will be the filming of This fire.

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So we're gonna do that.

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So to do that, let's head over to our project app.

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And now we're going to select the Spritesheet which is the fire.

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So let's select that.

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Go over to Inspector and what we're going to do.

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We're going to choose uh sorry sprite mode two.

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We're gonna leave it multiple and pixel per unit.

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We're going to choose 1616 and filter mode to.

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We're gonna choose 0.0 filter point, no filter.

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And let's click on this apply button in the bottom right.

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You can see and what we're gonna do now and we have done a mistake.

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The mistake is that we assign it this a fire game object as a fire tag.

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And we don't need to do it because, uh, we just want to, uh, just gonna be a little bit different.

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So that's why.

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So.

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So let's leave that, like, uh, let's leave it.

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I'm gonna explain it later.

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So let's select the fires sprite sheet.

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Go.

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Go over to Inspector, click on Open Sprite Editor and instead of slicing automatic we're gonna slice

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individually.

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So let's click on this slice.

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And we're going to choose automatic to create by cell count.

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And we have three columns and one row.

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So we're going to put three columns and one row.

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And then click on this slice.

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And then click on this apply button.

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And let's select the game view.

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Once again over here.

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Let's go over to that spreadsheet.

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Let's click on this arrow.

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And we're going to select all of them by holding down shift.

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And then drag it over to top of this fire game object in the hierarchy in order to make the animation

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right away.

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So let's go to Assets Animation folder traps animation folder.

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And we're going to call this animation clip to something like fire underscore flaming air flaming something

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like that.

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And if I misspelling that I really apologize I really apologize, I don't know the correct spelling

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of it.

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I really apologize for that.

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But you can just name it to something like Fire Trigger.

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So I'm going to call it fire Trigger instead of Fire Flaming.

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So I'm going to call it Fire Trigger.

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And let's click on the save button.

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And now if we select our fire game object move over to animation tab.

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And then click over here.

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And then choose this fire trigger.

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And then click on this play button.

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As you can see this animation clip just playing over again and again.

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And what we're gonna do, we're gonna add a box collider to the over here as well.

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Or a Circle Collider 2D or a Polygon Collider 2D, something like that.

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We're going to add that.

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So the player game objects knows this is our fire and it's gonna trigger with that.

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So we just want to our player to destroy.

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So that is the thing.

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So we're gonna add a component as well.

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So let's add another component to this fire game object.

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And that will be a Polygon Collider 2D to just fit this flame perfectly.

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So that's why.

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So let's click on this add component in the inspector.

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And we're going to add a Polygon Collider 2D in order to match up perfectly.

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And let's click on this Edit Collider.

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And you can just edit the collider as the size of your flame.

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Like that.

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Like this.

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As you can notice, and this seems pretty much fine.

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Let's do that.

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And this seems pretty much cool.

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And what we need to do now, we also need to check this is trigger.

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So we're just gonna able to pass through it easily.

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And we're gonna what we're gonna do we're gonna disable our uh, box Collider 2D box Collider 2D and

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this polygon Collider 2D, Polygon Collider 2D.

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But we're gonna enable once, uh, once basically this this fire game objects plays the, uh, play

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the, uh, fire flaming animation clip.

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And if we select our fire GameObject in the hierarchy, then move over to animator tab and you will

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see.

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As you can notice, right over here we have the fire idle and we have the fire trigger.

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As you can notice that.

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So when I create a script in order to basically uh, to do that basically enable our box Collider 2D

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or this polygon collider to uh, 2D as well.

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We can create a script in the start of the game, we're just gonna disable.

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And once this player game object just gonna, uh, place this, uh, animation clip, we want to enable

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our box collider 2D, so we don't need to create a script to do it.

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Instead, we can just do it, uh, in our animation tab so we can simply select our fire game object,

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then go over to Inspector and uncheck this box Collider 2D as well as Polygon Collider 2D.

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So it's not gonna detect any collision.

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And once it's, uh, gonna play the fire flaming animation clip.

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Then we're gonna enable this box Collider 2D as well as this Polygon Collider 2D to check if this if

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our player just trigger it with this fire game or fire trap or not.

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So we're gonna do that.

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So to do it we're going to select our fire GameObject in the hierarchy.

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Then move over to animation tab and then choose this from Fire Idle to Fire Trigger.

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And make sure you just click on this red button in order to basically, uh, to capture the animation.

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And in this animation what we want, we want to enable our box Collider 2D as well as Polygon Collider

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2D.

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So it's gonna check the trigger what we trigger it with.

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So let's click on this box Collider 2D.

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Basically we just enabling that as as well.

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We're gonna enable our Polygon Collider 2D and end of the animation.

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Or we're gonna disable that something over here we're gonna disable.

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So let's uh, do that.

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But before I do I'm going to copy this, uh, frames.

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Uh.

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Copy this frame.

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Sorry.

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Uh, I'm going to copy this frame by Ctrl c.

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Sorry.

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It's not going to be control.

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It's going to be Ctrl C and let's scroll.

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You can scroll your mouse to zoom in and zoom out in your animation tab.

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And make sure you just click on this red button to capture your animation.

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Else it's not going to capture.

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So I'm going to move it something over here, and I'm going to press Ctrl V on my keyboard in order

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to paste it.

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And if we go ahead and then click on this, uh click on this play button.

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We can see the animation and we just enable it our box Collider 2D as well as Polygon Collider 2D in

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Inspector as you can notice.

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And we can just go ahead one more something over here and we can just press down Ctrl V one more time

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to paste our keyframes.

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So you can simply simply select like this.

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And you can press down Ctrl C to copy.

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And you can just move a little bit, uh, more frame, and then you can simply press down control V

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in order to paste your frames.

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And now as you can see, it's done.

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And at the end of this animation clip I want to disable the box Collider 2D as well as the Polygon Collider

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2D.

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So I'm going to go over to Inspector.

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I'm going to uncheck the box Collider 2D as well as the Polygon Collider 2D.

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Since this animation completes just a completely plate.

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As you can see at the end of our animation clip, we just disable it.

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So once we are satisfied, so then we can just click on this red button to capture the animation.

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Or we can just leave it like that.

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It's automatically just going to capture the animation.

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And I'm going to move over to now Fire Idle.

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So let's select make sure you select your fire GameObject in the hierarchy.

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Then move over to animation tab.

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And then you can just choose the animation clip right over here.

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So from this fire trigger we're going to choose the Fire idle.

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And we're going to copy this frames and we're going to paste it, uh, something over here.

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We just want for two second to play this animation clip which is the fire idle.

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So that's why.

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So firstly what we need to do we basically need to copy uh copy this frame.

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Also we need to click on this red button to capture the animation.

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Else it's not going to do at all.

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So we're going to select this.

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And let's press down Ctrl C to just do it.

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And let's paste it over here by Ctrl V.

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And let's move it somewhere around here.

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And we're going to select all of this by Ctrl C.

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Let's press down and let's move it somewhere over here.

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Let's press down Ctrl V and we can just move over more frames.

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Something over here.

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Let's press down Ctrl v.

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Uh so as you can notice sorry uh this seems pretty much fine.

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So we can just click on this red button.

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And once you are satisfied then you can just click on this red button to capture the animation.

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So if I just go ahead and then click on this play button in the top, you will notice that this, uh,

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this Firetrap game object, it's just going to play the idle animation clip over a again and again.

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And we also need to play the fire trigger animation or the fire flame as you can notice.

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So after some period of time we also need to play the trigger animation basically this fire trigger.

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So we're going to get out of play mode.

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And what we can simply do, we can just right click on this fire idle, but make sure you select your

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fire game object in a hierarchy.

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Then move over to animator tab.

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Right click on it, make Transition to Fire Trigger and then select this transition.

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Go over to Inspector and we're going to leave the has exit time because we want to play the complete

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idle animation clip of this fire uh fire.

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So that's why and exit time we're going to put one.

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One basically means 100%.

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And we're going to choose transition duration to zero.

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And if we scroll down, we can choose a condition in which condition we want to play that animation

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clip.

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So we don't want to play, uh, we don't want to choose any condition and we just automatically want

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this, uh, want this to play the fire flame animation clip.

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So that's why we're gonna not gonna choose any condition.

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So basically means after playing the fire idle animation clip of this fire game object 100%, it's gonna

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play the fire trigger or the fire flame.

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So if we just go ahead and then click on this play button in the top, you will able to notice that.

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So just wait a moment.

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And once our, uh, compilation is done, basically once we start our game, we're gonna notice that.

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So just wait a moment and you will see.

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And we can see indeed it's now playing the fire trigger.

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And we also want to play the fire idle as well.

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After playing the fire flame or fire trigger animation clip 100%.

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So I'm going to get out of play mode.

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So we also need to play this via idle.

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So we're going to right click on this fire trigger.

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Let's make a transition back to our fire idle.

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And we're going to select the back transition.

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Then go over to Inspector.

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And we're going to leave the hash exit time because we want to play the fire trigger animation clip.

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And and we're going to fire trigger or the fire flame and exit time, I'm going to do one basically

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means 100%.

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And after playing 100%, we just want to move over to this fire idle.

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So we're going to set the transition duration to zero.

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So we immediately want to play the fire idle once we play it our fire flaming or the fire trigger animation

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clip 100%.

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And if we scroll down we can choose a condition in which condition we just want to play.

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And since we don't want any condition, we don't want to choose any condition and we just auto automatically

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want this fire game object to play the fire idle and the fire trigger.

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So that's why we're not going to choose any condition basically means it's going to play this fire trigger

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animation clip 100%.

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And once the animation is over, basically played 100%, it's going to play the fire idle automatically.

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Fire idle animation clip automatically, and you can just check that out.

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So if I just go ahead and then click on this play button, you will be able to notice that.

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So just wait a moment and you will see.

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So basically the fire trigger and the fire idle animation just gonna play automatically.

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Uh, as we have done.

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And we just made the fire idle 100%.

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We can see it's played.

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And after it's played, the fire flaming, we can notice that it's playing the fire idle.

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But once, uh, if I select my fire GameObject in the hierarchy, you will be able to notice.

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Once we playing this fire idle, we can see in Inspector, uh, we just disabling the box Collider 2D.

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But once we playing the fire uh, fire flaming or the fire trigger.

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We can notice in the inspector this box collider 2D as well as this polygon Collider 2D just getting

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enabled.

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So we can just check the trigger.

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Trigger basically means if we trigger with this player game object.

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So what it's basically means need to do.

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Basically we just want to damage our player once it's going to play the fire.

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Uh, you can simply say the fire uh, flaming animation clip.

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So I hope you get the idea that how you can do it and make sure you just go over to Inspector, you

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assign this fire game object as a fire trap, a trap tag right over here.

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As you can notice in Inspector.

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So I'm going to get out of play mode and let's make this fire game object a prefab as well.

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So we're going to have the copy of it.

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So I'm going to move over to my project tab.

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And then I will head over to my assets folder, then prefabs folder.

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And let's select this fire GameObject in the hierarchy.

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And let's drag it over to this prefabs folder and let's create another subfolder for our traps.

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So let's right click then create uh create folder.

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And we're going to name this folder to something like traps folder.

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So let's call it traps.

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And we're going to select our type traps.

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So let's hold down Ctrl on our keyboard.

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And we can choose our source pick head and this shore and this fire.

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And let's drag it over to that traps sub folder.

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As you can see to just keep our project in organized way, uh, to keep our project, you can simply

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say, uh, clean.

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So I hope you get the idea that how you can do it and make sure whatever changes you made in your unity

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project, uh, in unity editor, make sure you just simply press down Ctrl s on your keyboard in order

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to save that.

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Or you can simply move over to top left file and then click on this save button in order to save your

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project.

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So I hope you get the idea that how you can do this.
