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Welcome back, My favorite game developers.

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In this video, I'm going to maximize on play.

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We've added a dashing mechanic.

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So now as we move around,

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if I click the Space key, There you go.

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You can see that I move a bit faster of a,

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but actually doubled times the speed.

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So when I dash,

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I move two times faster. There we go.

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We can see an i can't kill

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the enemies to run around them and shoot them.

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And yeah, there we go.

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So we've added this really

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nice-looking and cool mechanic.

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So let's not waste any more time and let's get started.

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Oh, okay, so now we

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can go back and don't player, double-click on him.

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Okay, so now what we want to create,

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actually the first thing I want to

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do is get rid of this image.

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Now what we can do is we can turn off the canvas,

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but that's not very practical.

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But what we can do,

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and this is a great opportunity

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to teach you something new.

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If you click on the canvas,

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you can see that the layer and here is, you are.

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So if we go in here into the layers,

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you can see that we have all the layers right here.

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And you can see that we have some kind of lock

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and then we can have some kind of I in here.

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And if I click on the eye,

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you can see that everything under

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the UI or everything under the layer UI disappears.

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If I click out the player,

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they go, you can see the player also disappears.

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It's still in the game.

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It still works when we start the game.

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You can see in the game window, It's still there,

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but in the scene, we can't see it.

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What's that out of the way?

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The next thing we want to do is add

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some kind of dashing mechanic,

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just like we have in the game Hades.

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We can see that we can dash quickly.

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We are going to do the same in this game.

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It's a bit different, obviously

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because of the limitation and sprites.

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The limitation in a team.

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And we are going to use the sprites in here.

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Where are they, these playwrights

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sprites for the blue layer.

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And you can see that we have this rotating right here.

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And this is what we're going to use.

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And obviously, obviously actually

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in the resources I've left

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to another kind of torpedo you can use

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that It's a bit different and colors than this one,

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but I think that's not a huge problem.

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So what are we going to do?

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We are going to first of all explain

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what the tornado torpedo.

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I don't even know what to call it.

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Maybe you have a totally different way.

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We'll call it the dashing from now on everything will

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be the dashing just to avoid any confusion.

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So first of all,

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the player will move much faster.

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So we will increase the movement speed of the player.

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And animation will be triggered,

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which will make the player go in circles.

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And while the player is doing the tornado,

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he will be invincible so he can't be hurt by anything.

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This is something that we will implement later

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on when we add a health system to the player.

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For now, just know that this is what will

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happen when the player is dashing.

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And finally, he can break objects around them.

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So as you know the name of this section,

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as did the structural objects.

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And first of all,

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we need to add a way or a bit of

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an advanced movement to the player so he can

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destroy those game objects

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so without any further or blue.

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And let's get started.

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So the first thing that we want to do is we want

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to go to the layer controller,

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look how many scripts we have.

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I just noticed, that's good.

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That means we are increasing our understanding.

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Anyways.

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First of all, we'll need to create

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a way to keep track of the current movement speed.

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Because now we have the regular movement speed,

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we will have now the dashing movement speed.

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So the first thing I want to do is create a private float

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and the current movement speed.

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And this current movement speed will change

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whether we are doing the torpedo or tornado,

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and whether we are just simply walking.

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Then I'm going to create

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a private bool that's going to be called the can dash.

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And why are we creating this boolean?

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Well, because you'll see

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that now an update we want to dash.

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So we are going to click some kind of

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key and we will start dashing,

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but we don't want to be able to dash all the time.

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We want to have a cool down for the dash,

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and we also want to have some kind of length or the dash.

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So we will have this Boolean to keep everything

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in check and make sure that we can

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dash 20 times in a row.

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So the next thing that I'm going to do is I'm going to

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scroll down right here and see

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where the player is moving.

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So I double-click and I

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can scroll down and find the Rigo.

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We have the player moving and

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this is where we add the velocity.

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So it's the movement input times the movement speed.

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And instead of using the movement speed,

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I'm going to say that it is the current movement speed.

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And just to make sure that we have

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a current movement speed and it's not 0.

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And start, I'm going to set

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the current movement speed to be equal to the regular.

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Movement speed.

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There you go.

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You can change the name of

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the movement speed if you'd like,

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you can name the regular movement speed.

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I'll just keep it like that.

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It's not too confusing for me.

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If it is thick for you,

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then go ahead and change the name.

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Next thing we want to do is we want to set

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up the variables 40 dashing.

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Let me just add in here a comment that we are dashing.

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Dashing and movement by looks.

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So I'm going to create

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a serialized field and is going to be the float,

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and it's going to be the dash speed.

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And for now I'm going to set it

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to what is our movement speed?

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What was the movement speed on the dune player?

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Let's see, ten.

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Okay, then, so I'm going to make this at least 20,

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maybe even more later on.

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By the way, we will be able to control from the spectral.

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So this is not a problem.

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And the next thing I want to make sure we have

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is these two variable which is the or no,

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actually this should be private.

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Or let's go ahead and make them serialized.

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So the dash length,

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which is going to be set as 0.5 f.

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So this is how long we are dashing.

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And then we will have the dash cool down,

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which is going to be the time

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between each dash and sell it at one.

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So now we have the option to play around with the dashes,

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the dash speed, dash length, and the dashed.

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Cool. Now 1 second.

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Okay, great.

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Now an update.

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We are going to go ahead and create

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a method in here are not method actually.

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First of all, before we create the method,

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we are going to check for some kind of input.

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And based on that input,

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we are going to go ahead and change the current speed,

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make it the dash speed,

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and then make sure that we can no longer dash.

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You can use whatever button you want.

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Maybe I'll use the space.

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I'm going to use input that get key down.

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And you can see that this returns

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a true during the frame,

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the user starts pressing a key

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and identified by a key code.

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So hit tab, open up the brackets.

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I'm going to write in here

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key code dot space, and there you go,

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We can see that we have the options to map on

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our keys and we want to make sure that we can dash,

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open this up in here.

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So the first thing we do is

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the current movement speed becomes the dash speed.

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And can dash is set to false. So there we go.

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We click on the space.

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We check if we can dash.

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If both are true,

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the current movement becomes the dash speed,

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so it's a lot faster.

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So the current movement in here becomes 20,

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not ten, we move faster and we cannot no longer dash.

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Of course, we will have to reset

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these values in just a bit.

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But for now, let's test this out and see if it works.

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Oh, and we forgot to do something

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which is create the actual animation.

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And let's do that in just a bit for now,

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let's test out our mechanics of they work.

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So I am going to make this a bit bigger.

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So I move around.

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If I had the space key.

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Yep, no, nothing happened.

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And why is that?

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Because we have some kind of error.

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Okay, This is very

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annoying but doesn't impede us from anything.

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What seems to be the problem?

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I pressed Space, get keydown, declare controller.

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Okay, welcome back.

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So after a bit of digging and I was

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very confused why this was not working.

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And that's because the candidate was not set.

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So it wasn't true.

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I made sure to set it to true and start.

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And now I've also had this debug dot log.

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So let me just show you what I was doing.

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I was confused.

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If need be.

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Problem was the current movement

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wasn't changing for some reason.

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So I had the debug dot log set right here,

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and I was looking in the console.

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So on notice that it kept its state,

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and so I realized this method was not being caught.

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So I knew that pressing space was okay.

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They can bash probably wasn't.

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I set it to true. It worked out.

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Let me remove this, save that.

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This is just the power of debug.

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And as you can see, sometimes

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not everything works out perfectly.

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Sometimes you need to dig into things.

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So now when I move around,

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you can see the movement.

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You can realize how fast it

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is when I press the space key.

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There we go.

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You can see that I'm moving a lot faster,

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okay, with that done,

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the next step is to actually take us

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back to the regular speed and also make sure

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that the dash cool-down works and weekends

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then again after the wherever the dash cool down.

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And that's going to be actually part of your challenge.

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Your challenge is to create two cotyledons.

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So the first will be the cool-down counter where we

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will wait and then be able to torpedo again.

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And the second one will be the speed at

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which we move so that the end of this,

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we'll put the speed back to its normal speed.

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So those instructions pause the video right

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now and go do the challenge.

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Okay, welcome back.

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So what are we going to do in here?

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As soon as we dash we have the movement,

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we are going to have to call routines.

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The first one in here is going to be an eye enumerator.

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And it's going to be the dash.

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Cool down. And in here we are going to yield, return new.

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Wait four seconds.

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And we are going to wait for the dash, pull down.

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And when it finishes,

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we are going to say that can dash equals true.

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And then we are going to create another I numerator,

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which is going to be called the dash length.

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And you know what? I think that the name isn't enough.

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I'm going to call it the dash length counter,

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just so we know what's going down and

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the dash cool down counters.

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Sure.

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Let's call it the dashboard down counter.

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And I'm going to copy this.

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So yield, return new weight for second,

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but now it's the dash length.

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And when we're done with the dash,

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This means that we've dashed for,

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I don't know, however long the dash cool-down will be.

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However long you want the player to move fast.

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I will keep it at 0.5.

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Maybe we'll change it. You can do whatever we want.

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I'm going to set the current movement speed to be equal

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back to the regular movement speed.

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So finally, we need to start the coltan,

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which is the dash,

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cool down counter, and then start another co-routine.

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And it's going to be the dash length counter.

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Dash length counter.

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Okay. So I was looking and

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wondering why this was still red.

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That's because we didn't

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actually called the dash cool down counter.

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We just call the variable up there.

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We save that.

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So now we press the space.

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We said the current movement to dash speed.

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Without it, we cannot dash any longer.

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We start the co-routine.

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The dash cool down.

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After the cool down finishes,

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we can then dash again and the dash length.

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So save that.

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We go back into our game.

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We run the game.

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And there we go.

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We can see that now we move fast.

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And then we start moving slogan,

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so fast, then slow again,

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00:13:35,285 --> 00:13:37,115
and fast, then slow again.

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How cool is that?

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00:13:38,150 --> 00:13:40,210
There we go, everything is working.

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00:13:40,205 --> 00:13:42,355
And if I try to dash multiple times,

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00:13:42,350 --> 00:13:44,470
you can see that I cannot do that.

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00:13:44,465 --> 00:13:46,745
I have a period of time in-between.

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00:13:46,745 --> 00:13:51,145
I cannot move very fast as much as I would like to.

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So I hope you enjoy it.

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00:13:52,820 --> 00:13:54,740
I hope you are committing

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00:13:54,740 --> 00:13:58,160
the changes created a torpedo movement,

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00:13:58,160 --> 00:14:01,120
I'm going to call this because it sounds really cool.

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00:14:01,115 --> 00:14:05,735
Stage all created.

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00:14:05,735 --> 00:14:08,675
Torpedo, movement.

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Commit the changes.

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00:14:10,264 --> 00:14:14,634
And I'll see you in the next video where we will actually

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be adding visualization to this torpedo, to this dashing.

