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Welcome back, my fellow game developers.

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In this video, when I run the game,

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you'll see now that I can use a rifle,

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I don't need to go to

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the hierarchy and change the weapon.

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I can press on the tab and you

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can see that I have the pistol right now.

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I press the Tab again.

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I get the shotgun.

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I press the Tab again.

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I have the rifle.

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I press the Tab again,

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I have the pistol and so on and so forth.

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I can do this all day.

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Shoot them with a shotgun,

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should the mother rifle should then with a pistol,

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I can do whatever I want and nobody can stop me.

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So let's not waste any more time and

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let's get to switching weapons.

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Oh, case.

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So time to switch up our weapons.

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The first thing that we are going to

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do is that we are going to get

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a reference to all the guns

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that are available on the player.

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Now, this is a point of debate.

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Where do we want to handle all of this?

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Where do we want to have the list of

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information about all the guns and so on.

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And I felt about it.

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We can add a script to the weapons

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on and make sure that everything goes smoothly here.

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But actually, I think maybe the player should be

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the one who is handling the available guns that he has.

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So I'm going to go up and

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player and I'm going to remove all you know what,

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Let's keep it as a reminder of how

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sometimes we are not very attentive and we make mistakes.

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So backup here.

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I'm going to go ahead and create first of all,

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the reference to all the guns that we have.

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So it's going to be a serialized field,

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which is going to be a list of type,

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the weapons, weapons system.

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And like that.

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And me scroll down a bit and

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I'm going to call it the available

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guns or available weapons.

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Let's just call it available guns.

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And it's equal to a new list of weapons system.

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Save that.

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Now the next thing we want to have is a

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variable which is an integer that will

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keep track of the current gun that we have.

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So I'm going to create

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a private int and it's going to be the current gun.

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Save that.

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So what are we doing in here?

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What we want to do is we will want to get

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a reference to all the three guns

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that were holding or whatever,

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how many guns we have available guns.

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I'm going to lock this down, select.

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And before I do that,

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let's make sure to override the dune player apply all.

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So we know we have the guns on him.

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I'm going to lock them down and

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I'm going to select the rifle,

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that pistol, and the shotgun,

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and going to add them to the available guns.

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So as you can see now we have

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a reference to the shotgun rifle and the pistol.

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So what I'm going to do is I'm going to

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create some sort of a loop that activates.

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And this loop will go through all the weapons and

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turn only the one that I want.

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So the current postal and every single time I'm going

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to increase the current pustule one-by-one.

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So I know this explanation is a bit confusing.

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Let's go ahead and implement it

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and it will make a lot more sense.

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So in here I'm going to first of all create

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the method which is going to

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be or know what before I do that,

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let me just remove

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the player shooting and what does this all do?

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This, get it down space, okay,

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so dashing player, so right-click,

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quick action and refactoring extract method.

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There we go.

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So dashing, player or player dashing.

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I think it makes more sense. Control RR.

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There we go.

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So as you can see,

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I know all the shortcuts

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to solving mistake because I've made so many.

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Anyways, we are going to go ahead and switch the gun.

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I'm going to immediately create a method

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in here so we don't go and extract.

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So it's going to be a public void switch gun.

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And in here, first of all,

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we will want to check which kind

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of key we want to press in order to switches the gun.

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So it's going to be an input that get C0,

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get keydown was a key code.

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And you can use whatever you want.

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And let's use the tab.

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Nope, not the escape.

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There we go. So when we press tab,

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we want to switch

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our weapons and let's call this right here.

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So switch gun, switch guns with sharpen.

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I'm a bit confused.

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You can call it whatever you want.

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So gun weapon is the same.

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We want to have anything other than guns as weapons.

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Anyways, let's continue on.

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The next thing we want to have.

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We want to make sure that we actually

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have guns in our possession.

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So we are going to check if

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the available Ghana's dot count is greater than 0.

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And you might be thinking, well.

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Course we are going to have a gun.

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Michael, What are you talking about?

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Well, later on when we start buying guns,

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when we start picking up guns,

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you'll notice that maybe at

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some point the player won't have guns.

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So what this will avoid us a huge error.

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And I'm just going to add a warning in here.

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The debug dot warning,

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and no guns available.

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Pick some up.

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So this is different than the regular log.

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This is a log warning and we also have a log error,

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and this will be in a different color.

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And the console, as you can see,

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these are errors and

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for some reason we have the clear preview cash.

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This has been going on for

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a long while and I've looked it up.

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I've tried a lot of things,

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updating or everything. Nothing works.

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Apparently it's some kind of problem in Unity,

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but it doesn't affect our game,

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so don't worry about that.

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I'm going to clear it with this button.

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And you can see those are errors.

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We have logged, regular logs and we have warning logs.

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But let's stay focused.

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What happens when we know that we have a gun?

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We are going to first of all get

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the current gum and increase it by one.

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So this makes a plus, plus.

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After we do that,

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we're going to check for

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something that is very important.

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And that is after we go through all the guns.

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So if we are increasing and

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the current gun which has now been increased by 1,

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is greater than the available guns dot count.

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We want to go back to the first gun.

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And how do we do that?

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We reset the current gone back to 0.

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So what's happening in here?

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Let's say we have the three guns.

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That means the available guns count is three.

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That means that we start off at 012.

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The two is the last index of

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the last element is the index of the last element.

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So what happens in here,

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once we press the tab,

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we check we have

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available guns increased by one electron.

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We will be turning on that gun.

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But for now, we make

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sure that if we have the current gun,

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so let's say you are at index two

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and the available gone count is three.

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So we become, the current gun becomes three,

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which means that we want to reset it back to 0.

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So we then grab the first weapon

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and step and avoid a huge error.

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So what that done,

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what else do we need to do?

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Well, there is something

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that we need to make sure of and that is,

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if I go back in here.

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So remember how we were using the different gums.

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We don't just turn on the rifle.

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So if I click on rifle,

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we don't just turn on the rifle and start shooting.

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We first turn of the pistol and

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then we have the rifle on and we can shoot with it.

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So this is going to be your challenge.

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Your challenge is going to be to

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set all the weapons to enact.

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So create a for

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each loop to go through all the available guns,

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set all of them to be inactive.

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So all of the all of them to be inactive.

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And then set only the current gun to be active.

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And I'm going to give you a small hint if you

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already know what to

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do or you feel you want to do it on yourself.

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Pause the video, go do the challenge.

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If not, this is what you will need.

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You will need to access the available guns

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on the current gun.

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And you'll need to access the game object

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because the available guns are of pipe organ system,

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so we can just set active to that.

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We need to access the game object

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that holds the current gun,

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then set the active to true or false.

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So pause the video right now and go

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set all the weapons to an active.

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Okay, welcome back.

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How did you get on with that?

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Are really, really, this was an interesting challenge,

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using a for each turning things

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off and really understanding the mechanics.

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So first thing first,

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we are going to create a for-each loop.

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And in here this is going to be the weapons system.

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We will call it the weapon in available guns.

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Seems kind of weird,

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doesn't it? Know what?

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Let's rename this from

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available guns to available weapons.

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There we go.

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And we'll need to make sure to set them back in Unity.

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Because when we change the name of a variable,

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you'll see that now the list is,

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nope, it's still good.

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Why?

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Because we didn't save.

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When we save, now we should

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see that everything disappears.

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We need to set it back again.

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There we go. You can see it's at 0.

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This is something to keep always in mind.

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So do that before we forget to avoid any mistakes,

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save that, okay, Now, back in Unity,

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what do we want to do in here while we

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are looping through all the weapons.

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So what I'm going to do is I'm going to go

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ahead and use the weapon.

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Dot.

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Gameobject dot set active to false.

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So what happens in here?

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We have all the available weapons.

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We set all of them to false.

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And then what we do as recheck

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the available weapons at the current gun,

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the gameObject dot set active.

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True.

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So why are we turning off

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all the guns and not just the gun that we are using.

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This was something I was also thinking about.

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But also later on when we start switching amine,

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when we start picking up weapons,

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will want to switch the gun.

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And it's, it's much safer to turn

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everything off and then just

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turn the thing that we really need.

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Maybe sometimes the ordering

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of the weapons will be different.

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And just turning of the one that we have right now,

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maybe we'll turn on

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something different that we don't want.

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So I took the extra precaution

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of just looping through all the weapons,

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setting all of them to false.

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And then just, I think

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the one thing that we need to true,

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I hope that's understandable.

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And if you want to create

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some kind of more complex mechanic,

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I really, really would be happy to see it.

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You can go and discord and show off your things there.

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So I'm going to go back

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into my game right here, save that.

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And I'm going to go ahead and let's see,

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run the game and see what happens.

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So I have the rifle.

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You can see that it's turned

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on right here in the hierarchy.

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If I hit the tab,

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if I hit the tab, there we go.

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I have the pistol. If I hit the Tab again,

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I have the shotgun.

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How cool is that?

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You can see everything in the hierarchy.

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Let's try this again.

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Rifle, rifle shots, Pistol,

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Pistol shots, shotgun, shotgun shots,

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and so on and so forth.

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So I hope you enjoy it,

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makes sure to commit your changes.

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And I just mentioned this court,

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I hope you already knew that we

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had a discord going there.

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Show off your things that we see.

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Um, okay, so I haven't opened

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this course just to stay concentrated.

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I always reply there as fast as I can.

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Sometimes I don't reply as fast as should be.

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It's because of course, MyTime,

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we all have 24 hours and because everyone

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is on a different time scale or whatever,

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would have been different places in the world.

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We have an amazing community.

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A lot of people are there because of

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the way we handled the mindset that we have,

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that we are all students.

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I always learn new things when I'm

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helping someone and that's

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what you should always be doing.

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Don't be afraid to make mistakes.

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Try to help as much as possible.

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Joined the discord.

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Leave me a review.

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I hope you're enjoying and I'll see you in

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the next video where we will actually

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be not just seeing

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the weapons right here in the players are,

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and we will also be able to see them in

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the UI canvas that we've created.

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So with that said,

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I'll see you in the next video.

