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Welcome back my fellow game developers

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to a brand new video.

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And in this one, we've actually added an animation,

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which is the layer dashing into the animator.

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So when I run the game,

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you can see right here that we are moving.

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When we press the space,

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we don't just move faster.

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We actually do the really bully.

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What is really bully them?

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Something from my childhood.

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But anyways, you can see as we walk,

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we can also do this.

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We have the cool down and nifty thing

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is we've added at the last second,

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it was off the top of my head when we are shooting.

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If I do the torpedo, there you go.

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You can see that we can no longer should because

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obviously we do not have a gun, our hands.

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So let's not waste any more time.

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And let's get started.

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Okay, so time to animate the torpedo.

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Firstly, we are going to do is we are

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going to go into the dome player,

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select the animations, the idling.

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We are going to create a new clip and here which is

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going to be set and the animations layer.

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And let's just call it dashing because each one of us,

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or player dashing to stay consistent with the other name.

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So player dashing, save that.

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And now let's get started.

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Now, we know that we are accessing.

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We are changing the animations or the properties on

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the body sprite renderer

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and scrolling down into the sprites.

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So we're going to add this.

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Let's open this up so we can see them properly,

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just like we were always doing.

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So let's see the dashing 1, 2, 3.

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And let's actually, I want to

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just open this up and properly see what's happening.

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So we have 1, 2, 3, 4,

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5, 6, 7 sprites.

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And we've got all of them properly. Let's see.

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Okay, So all of them,

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That's called this, the D1, D2,

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D3, D4, 5, 6, and 7.

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So I just want to avoid

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the confusion just so I know which are the d's.

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So there you go. 12345 through seven.

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Hold down, Shift, select them all, put them here.

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And I'm going to remove the first one and I'm going

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to move all of these to the start.

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And now let's expand this a bit,

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but let's make it around.

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There we go, run it.

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Let's see.

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Okay, Very nice. So even

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though we still have the arm in here,

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if you want, this is

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something that I was thinking a lot about.

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So the arm and the gon stay in place.

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What should we do about that?

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Well, honestly, I'm just going to keep it as it is.

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You can rotate the arm,

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you can vote it began,

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you won't be able to shoot.

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I think it would be a good mechanic actually.

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Maybe we should even add it.

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No, because I want to see the arm and

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the gun rotating during

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this time will not be able to shoot obviously,

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but we don't want to change the rotation of the gun.

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It will cause a problem.

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There we go.

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This is the dashing,

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but we can do is we can maybe turn off just

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as we can create a recording where we turn

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off the player's body and arm.

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Maybe just hide them for a second.

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At the start, we turn them off.

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And by the end,

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oops, not the body.

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I meant the arm and the weapons on.

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We turn them off.

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And at the end,

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when we finish the rotation,

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we need to make sure that the,

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this is the last one.

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Paste it in here. We turn this back on.

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Now hopefully this will not cause any errors.

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We save that, run the game.

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Also. We need to actually trigger this.

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Let me just go back.

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And should be there is a problem.

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So what I believe will happen,

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maybe this will cause a slight problem here.

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So you can see the weapons on.

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We got a reference to it and the far point.

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So what I'm afraid of is that when we

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turn off the weapons on,

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these will no longer be working.

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But let's see what happens and waste we save that.

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Let's go into the animator and

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we'll worry about that in just a bit.

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So what should we be doing?

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We are going to start dashing

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when we are in the player walking.

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So I'm going to go from player walking to player dashing.

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I'm going to create a triggering here.

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And I'm going to call it the dash.

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There we go.

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The condition in here will be the dash.

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Yep, So from walking to dashing, we have this.

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And what we can do is we are going to maybe have

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an exit time because we don't have

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an actual time for when we stopped the dashing.

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We don't have a condition that makes us stop bashing.

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If we don't go back,

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we will keep dashing forever.

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And we can also be dashing when we are widening.

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So I'm going to move this a bit,

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make them look a bit better.

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There we go. There we go.

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And I'm going to make sure that this is

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also under the condition of dashing.

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And we are going to remove

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any transition time from walking and the dashing.

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Let's go ahead and test this out.

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Actually, if I go into the animator run the game,

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we can see the idle right here.

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And it should not have maximized on play the game.

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Let's see how this works.

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So this is my actual process of I dash.

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There we go.

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We have it working correctly.

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I stopped dashing two. Okay.

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So as you can see,

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there is something a bit

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wrong if I tried to shoot right now,

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where are the weapons?

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So that we make some kind of mistake on the doom player,

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the dashing, and this one is turned off.

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Do they get turned on?

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Yes, they do. On the last frame,

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but for some reason it did not turn on.

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So I'm going to run the game

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again and see what the problem is.

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So I dash o,

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okay, now I know the problem we are looping.

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So in the animation, layer, dash,

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stop looping, this is the first time I forget

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so many times to remove the looping in a game.

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So let's run this again.

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Test this out.

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So I do the dash, I stopped dashing.

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I look at the doom player.

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Yep, there we go.

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So look what happens when we dash.

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Okay, So that would be dash.

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I didn't know 0.

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So we are still in the dashing animation.

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Great. Now we are going to make a transition

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back from the dashing to

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the player walking and player idling.

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And this one will have an exit time.

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We will remove the exit time on the way going back.

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So from the dash into the player, idling and walking,

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both transitions should not have an exit time,

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nor do they need to have a transition duration.

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And while going we will have

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some kind of exit time right here.

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So we will keep the exit time as it is. Why?

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Because when you are creating animations and you have

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extra time at sort of happens

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automatically and perfectly for that moment,

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if we have a bit of a longer exit time,

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the animation might be

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cut in the middle and then back to idling.

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So let's test this out.

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Anyway. I'm going to go ahead and run the game.

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So when I dash,

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there we go and we don't go back. Why is that?

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We don't go back to the eye,

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the link for some reason.

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There is something not working properly.

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The way this works is when this animation is playing,

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then we have an exit time.

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So it's not about this one,

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the one that's going towards the

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dashing for the one coming back.

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So this was a mistake on my part.

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Something I thought I knew or of course I know this,

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but for some reason I'm

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mistaken for the way back, not the way going.

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But anyways, one thing I noticed,

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if we play now the gushing works properly.

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So even if we are walking,

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we said the trigger,

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we have the splitting.

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Okay. So while we are working, there we go.

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We stop working because we are clicking on this.

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We will test this out inside of the game.

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But for now, you'll see that when we dash,

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we play only have the animation notice

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here in the dashing.

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So you'll see that we play have

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the animation and then we go back. Why is that?

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Well, because on the exit time and

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here we are playing 60% of it.

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So what we'll do is we'll simply increase this until it

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becomes around 97 or even one.

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And this one also, so this is a percentage.

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And when you increase it,

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you see in here in the timeline that we play

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the entire dashing and then we

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go back to the player walking around 97.

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I don't like to keep it at one because we will start the,

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again the player dashing or have something stale.

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So 97 percent run the game.

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Now when we dash, there you go.

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We do the dash.

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We do the dash,

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we do the dash and everything is working properly.

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Let's test it out when we are walking from the game.

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So we're walking, we're walking, we dash.

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Okay, it's not being triggered.

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Really nice. Why is not being triggered?

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Well, because it's part of your challenge.

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Your challenge is to trigger the torpedo animation

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so you only have one task and that is an update.

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When we press the buttons,

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make sure to trigger

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the animation and you should know which buttons.

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Maybe you use something different than space.

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That's why I use buttons and always pause

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the video right now and go make sure we dash.

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Okay, welcome back.

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So in here, when we dash,

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we are going to go ahead and say that

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the player animator set triggers, set trigger.

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And because this is a string reference, we go back,

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we copy it, we go back in here,

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we pasted, we close this off.

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And finally, I also want to add

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a small comment in here for later on,

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we are going to

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change or make sure that the player is invincible.

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So access the layer health handler

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because it will be a separate script.

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And make sure he is invincible for a while.

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Great, so we're going to save this now,

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go back into our game and we are going to run.

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So now we can shoot.

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We do the dash,

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we can shoot, we do the dash.

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And if we are dashing,

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we are still shooting even though the arm is destroyed.

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So there you go.

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We can also Dash while we are

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walking and it works perfectly fine.

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There you go.

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You can see that we can

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dash while walking and we go back to walking.

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Now, the problem here is that when we dash,

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we shoot, we can still keep shooting,

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even though we are dashing.

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Now, it's kind of easy.

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We can create some kind of Boolean here.

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Make sure if we can dash then we cannot shoot.

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This is a good idea actually.

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And where is it pointing gun whereas the player shooting?

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And we can create a condition.

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And here, this is really nice.

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I didn't want to do it right now

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because later on when we create advanced weapons,

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everything that revolves around shooting

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mechanics will be moved from the script.

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This is where we will explain how we

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evolve our scripts as we go on.

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But for now, let's just add this little condition.

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That's a good way to teach something new.

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We're going to check before we start player shooting,

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if we can, dash is equal to false. Why is that?

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Well, because while we are dashing the can dash spot,

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so we have this kind of counter.

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And we're going to say in here that return,

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if this one, excuse me,

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return, simply just that.

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So what does return mean?

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Return means that we go out from the player shooting.

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So this whole code right here does not execute

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as soon as the candle is false,

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we can no longer shoot.

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Let's test this out.

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I hope you understand what we mean by return.

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Return means that we just get out,

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we stop everything on this.

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If this condition is not true,

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so the dash, the dash is true alone.

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This means this entire condition is false.

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This means we do not return.

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So save that back in our game, from the game.

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We should see that when we are dashing, there we go.

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We stop shooting until they cool down as finished.

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Okay, great.

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So this is just a small line

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of how we can fix this later on,

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of course, this will all change.

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So I hope you enjoyed the video.

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I hope you made the commitments in here.

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I hope you left a review.

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If not, this is the perfect time to

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do so. Thank you so much.

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Stage all made the dashing animation.

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Now we're cooler.

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Commit the changes, and I'll see you in the next video.

