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Welcome back, My favorite game developers.

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In this video, we've actually started adding the shotgun,

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rifle and the pistil,

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which are the weapons to our weapons available.

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So now when we run the game,

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you'll notice that when we all,

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we also added a bit of rotation,

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which makes our game much cooler.

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So now when I pick up the shotgun, there we go.

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You can see that I get the shot gun in my hand.

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Not only that, if I go into the doom player,

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you can see that it's already in here.

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And not only that, when I pick up the pistol,

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for example, There we go.

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You can see that even though it's destroyed,

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not actually pick it up.

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And finally, the rifle and pick it up.

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It's here in our weapons,

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are in our available weapons.

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We can switch between it,

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it does this which automatically, how cool is that?

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All mechanics are perfect.

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So let's, let's not waste

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any more time and let's get started.

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Oh, okay.

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So while you were moving between

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videos and leaving reviews

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for me because it helps me out a lot.

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I've created two more weapons,

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pickup 14, the pistol 14 the rifle,

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and obviously it's very easy.

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All I did is just duplicate the shotgun,

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pick up at the sprite

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and add the weapon and the weapons pickup.

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So I'm going to go into the Prefabs,

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let's see and hear the pickups.

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And let's call this the folder or you know what,

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What do that just lets the shotguns,

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pistol, rifle save that.

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Great. Now the next step is to actually

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start adding in the player to the available weapons.

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So we'll need to create some kind of method to do that.

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And it's going to be your challenge to

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create a method that adds to the available guns.

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So you'll need to create a method that takes a parameter,

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the cons to add,

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the gun to add,

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or the weapon to add whatever you wanna call it,

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need to add it to the list of available guns or weapons.

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Then I'm going to give you a small hint

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of how you can add to

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any list that you have and just use

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the dot add with inside of it.

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You can also go through the documentations of I've

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left you the list of documentation on

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how to dot to a list.

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So pause the video right now and go do the challenge.

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Okay, welcome back.

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How did you get on with that?

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So I'm going to go ahead and scroll down.

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And in here.

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And we keep these methods

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alone and we create methods in here.

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This is just an organization criteria for me,

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maybe you have something different and ways.

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Public void.

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Add two available weapons and open up the brackets,

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as I've said, the sticks and weapons weapons system.

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And we have the weapon to add.

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Open up the circles right here.

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And we are simply going to get the available,

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opens the ad, and we have the weapon to add.

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There we go. That's all that we needed to do.

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And finally, when we

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actually do pick up the weapon in here,

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we instantiate the weapon.

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We also get the collision get

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component, the layer controller.

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And we add two available weapons.

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What do we add? Well, we want to add

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the weapon that we've created in here.

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So I'm going to get

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a reference to the swapping is going to be

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of type weapons system.

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There we go and view weapon to add is equal to this.

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So weapon to add,

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save that back in our game.

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Let's run this.

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And they now,

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any day now run this.

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And now we should see that we have the pistol and he,

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they now come on.

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And finally we have the pistil.

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Now we pick up the shotgun so we can see that we can

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switch to the shotgun right here

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and you can see it in the available weapons.

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Finally, we tried to pick up the pistol.

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As you can see, we don't get the pistol,

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we only get the shotgun and now we pick up the rifle.

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We have the rifle.

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We can switch between them.

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And as you can see right here, now,

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there was a slight problem

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that you might have not noticed.

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First of all, when I run the game,

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let me just show you this again.

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So when I pick up the shotgun, Okay, That's good.

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I have the shotgun was me.

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But when I pick up the rifle,

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you can see that as soon as I start shooting,

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first of all, we have the pistol and the rifle.

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Both working, then I need

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to somehow switch between them to pick it up.

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So this is something that we will need to fix.

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And to do that, I'm going to go back in the visit.

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So at the available weapons.

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And in here I'm going to make sure to

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set the current gun and what it should be.

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So set the current gun.

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And what does it have to be?

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Well, I'm just going to write it and then I will explain.

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So the available weapons dot count minus2,

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and then I'm going to switch the gun.

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Okay?

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And by the way, switch the gun. Which one is it?

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Which?

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Okay, So switching.

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So as you can see,

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this will not be working.

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Why? Because the switch gone

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actually requires us to press the Tab key.

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So if we access this method

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and try to use the Tab key, it will not work.

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So what we're going to do is instead we

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are going to extract this entire method.

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Right-click in here.

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Quick action and refactoring, extract the method.

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And this will be the,

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let's just call it actual gun switch.

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Apply the change, save that.

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So now we can actually do the actual guns switch in here.

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And I hope that was clear why we did this.

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Because again, that can just show you we have pups.

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We tried to call the switch gun,

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but the switch gun does not

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work unless we press the Tab key.

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So what we'll do is we'll

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just extract this method in here.

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So now the switch gone works completely fine.

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But the only thing that we

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have is we can actually switch the gut,

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the actual gun switch.

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So back in here,

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where is it the actual can switch?

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Why do we have the available weapon dot count minus two?

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Let's first of all see if this actually works.

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So back in our game,

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we run the game.

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And let's pick up the shotgun. There we go.

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You can see the shotgun is

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the only weapon that is working.

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And now when we pick up the rifle, there we go.

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The rightful is the only thing that was working.

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And I press tab just

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out of reactions or let's try this again.

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Become the shotgun, pick up

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the rifle is the only one working.

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Great. Now back in here,

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why do we have the available weapons dot count?

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Let's think about this for a moment.

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Let's say we pick up a weapon.

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So let's say we had the pistil only,

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we had 0, we had only one weapon and the count was one.

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That pistol index was 0.

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Let's say we pick up the shotgun.

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So we pick up the shotgun.

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Now we have the count equals to

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2 and we have the shotgun at position 1.

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So how are we going to actually

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make sure that we only get the shotgun?

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We'd get the available weapons dot count,

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which is right now about two, will remove two.

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That means we are at 0 and then we do

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the actual switch and

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the actual switch as soon as it starts.

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If we look up here,

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you can see that as soon as we start we

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get the current gun plus, plus.

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So we increased by one and this will work in any case.

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So let's say we also picked up the rifle.

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So now the count is 33 minus two is one.

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That means we are at one,

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which is the shotgun.

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But when we actually do the switch gun, we increase.

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We get two and we get the available shotgun.

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I know. Confusing, isn't it?

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You can rewatch what I said.

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I'm pretty sure I've said everything correctly.

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So this is just a way to make sure that

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we always get the correct and proper cup.

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So I hope you enjoyed in the next video,

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we want to just add a bit more of, let's say, excitement.

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Whenever we want to pick up a weapon,

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we don't just want to have

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the weapons lying around in our world.

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We actually want to have are no,

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maybe some kind of chest,

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chest that will open up when we

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get near it or press a certain button

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when we are near it and then

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have the weapon appear from it.

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So I think I have a couple of minutes left in this video.

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It's been short. So what I'm going do is I'm going to get

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the rifle pickup or the shotgun pick up.

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And I'm going to create an animation in here.

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So just to make it a bit more

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nice to ongoing to where is it, right-click in here.

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Create a new weapons.

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Backup. Hit Enter opening,

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you're rotating weapon, row,

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the thing, weapon, pick up.

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And this is nothing new.

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We're just going to do is you'll

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see in just a bit for the thing,

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weapon, pick up, save that.

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So get the shotgun.

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Stop recording.

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And I want to have a rotation at around

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the second one to be about this.

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Yeah, sure.

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So 90.

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And at the second, second, second,

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second, the rotation should be around 180.

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There we go. And then add the second three.

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We should be at 270, almost 70.

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And finally on second four, we have 362.

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Let's see how that looks.

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Okay, seems good enough.

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So this is the rotating weapon,

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but we can also do a couple of

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things right here if we choose all of them

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right-click and you can see that we can

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create some kind of tangent.

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We can choose both tangent and make it maybe linear.

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So now the rotation,

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we'll just change a bit. There we go.

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You can see that it keeps rotating, really nice.

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We can also do the same and here.

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So I'm going to leave the rest to you.

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This is just a way to have a bit of a nicer game.

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So now you can see that we have

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this shotgun that we'll need to pick up.

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There we go. We pick it up.

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Everything is working perfectly fine.

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So I hope you enjoy it.

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I hope you are staging your files and I'll see you

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in the next video where we create

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a just opens up and gets us,

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our puppets. See you then.

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Hey, you thought you were rid of me, but no,

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we still have a bit of time for something

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and I was just worried

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for one thing that you might want to go and

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create an animation for every single weapon.

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But no, you don't have

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to go right here until the shotgun.

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You can simply click on

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these three little keys right here,

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or buttons or whatever you wanna call them.

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And you can see that you can actually

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copy this entire component.

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So when you copy it,

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let me go back into the pistol.

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I've already done this Remove

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Component, room of components.

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So on shotgun back in here,

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we copy the component.

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We go into the pistol pickup which does not rotate.

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We click on any component that we want.

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And you can see right here that we can

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Paste Component as New.

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So when I click on the Paste, there we go.

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You can see that now it has

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the controller of the shotgun.

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And you might think right here that

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maybe this is not a good idea.

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We should have may be called

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something different than the shotgun pickup,

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but don't worry about it.

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The thing that we are

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looking for is the animation right here,

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which only affects the rotation.

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So it does not change the sprites,

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it only affects the rotation of a game object.

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So we won't have to worry about It's

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sprites changing and this is a faster way for us.

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Let's add that also to the rifle.

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So this is a very fast way for us to

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have rotating objects and not have

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to create animations every single time.

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So copy it, run the game now we should

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see that all the weapons wrote it around.

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There we go without changing

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anything and they are still working list-style.

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We go rifle, still doesn't get picked

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up because we already have the pistol with us.

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How cool is that? I hope you enjoyed.

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Sorry for coming back.

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I know you're already very annoyed.

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This is an a step just to save you

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maybe a couple of minutes,

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hours, whatever it takes you to create animation.

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So I hope you enjoy lever of you.

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I'll see you in the next one. This time for real.

