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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 video we are going to

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create a patrolling mushroom.

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So now when we maximize on play and run the game,

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you'll notice that if we walk around,

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we find this mushroom starts chasing us and we get away,

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just starts walking around from 1 to the next,

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you feel as if he has a

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predetermined us that he is going to be walking in.

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So as you can see,

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he walks from 1 to the next.

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It keeps looking at us what those scary, scary eyes.

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And if we get close,

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he starts chasing us and shooting

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with his little red box.

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

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Oh, case sold, time for the last enemy.

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And we have the Copeland wanderer.

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We have the cowardly flying I.

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And now time to introduce the rolling a mushroom.

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Okay, so what does the patrol in

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mushroom do while the patrolling mushroom

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actually has a couple of

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points that he walks to and from.

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So we will add a couple of points.

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So he moved from 1 to the next, to the next,

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to the next to the next to the next,

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to the next and so on.

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And as he does this,

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if the player gets close,

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then we start chasing him.

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So, and if the player gets in

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the range with the range of shooting,

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without getting in the range of the chase,

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we also start shooting.

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So let's get started.

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The first thing that we're going to

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do is we're going to go in

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here and we're going to add another part.

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So this is for the enemies that patrol.

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And in here, first of all,

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we're going to obviously like always

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create a Boolean and say

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that it should patrol, should patrol.

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I don't know why I forgot where's

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the P S on the keyboard.

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Anyways.

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Then we continue on with a serialized field,

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which is the transform.

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And it's an array of patrol points.

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There we go. And finally,

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we are going to create a variable to

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keep track of the current patrol point.

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So current patrol point or points or don't know,

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it's just a point because it's a private integer.

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Okay, great.

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Now if we scroll down in here where we are chasing,

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where we are wondering,

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where we are running away.

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We also need to check if we are patrolling.

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So I'm going to show it to you as a challenge

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and your challenge is to point and the right direction.

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So first of all,

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check if we should be patrolling.

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That's pretty easy.

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Then you'll need to determine

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the direction the enemy should be moving.

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And so it's the same way

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as we did actually end the chasing enemy.

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So you'll need to the position of the point and then

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remove from it or subtract from

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it the position of the actual enemy.

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But then how are you going to

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know when you got to this point?

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While you'll need to keep track of the distance

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between the enemy and the point he's going towards.

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And if he's closed so around a feast less than

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0.2 F increase the patrol point

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so the enemy continues walking.

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So I hope you understand what I meant

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in nearby increase the patrol point.

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We are going to start off at a certain patrol point,

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and then we are going to keep increasing,

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setting a new patrol point using

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the current Patrol point that we've created.

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If you feel that the last one where we increase

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the point as a bit too hard for you, then no worries.

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At least tried to do the first three.

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I know the last one as I bit hard,

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but if you feel up to it,

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go to the Chaldean.

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Okay, welcome back.

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This was one of the hardest challenges I know. I admit.

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So in here we're going to

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create if we should be patrolling.

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Whereas it then we are going

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to set the direction to move in.

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And it's going to be equal to patrol

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points on the current patrol point.

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But position minus the transform

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of the current enemy dot position.

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And then we are going to go ahead and create a,

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or know what, let's just keep it up here.

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The vector 3 dot distance,

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it's the distance between the transform that

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position and the patrol point dot position.

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Copy that, paste them in here.

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So now we have the distance,

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and if that distance is less than 0,

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so we need to,

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first of all, so we'll call this the vector three nano,

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actually, sorry, sorry, it's a float.

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And the distance and

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the me point is equal to the vector 3 distance.

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So if the distance enemy point is less than 0.2 F,

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so it's very close.

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We don't want to have exactly 0.

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We want to start moving to the next point.

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As soon as we get to the first one,

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we are going to increase the current patrol point by one.

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And then we're going to check if we're at

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the last current patrol point or I mean,

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if the current neutral point is

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greater than the patrol points,

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patrol points dot length,

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then we are going to set

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the current patrol point back to 0.

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So, you know, when we have

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only a single line under the if condition,

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then we can just put it like that, save that.

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So what's happening in here?

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We check, should we Patrol?

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Yes, sure, we get the direction which is

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the patrol point of position minus transform.

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So we, just like we chase the player,

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we keep track of the distance.

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When that distance is less than 0.2,

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we increase the patrol point.

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That means that we again start

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the update all the way back here.

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This increases by one,

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we get a new patrol point.

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They transform, the position is removed,

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we get the distance, we check,

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is it then when we get to the last one,

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we start going back the first one.

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So we save that and let's go set up everything.

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So I'm going to go in, where is it?

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Here?

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Wait for the script to compile,

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and this guy is a trawler.

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So should patrol.

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Now let's go ahead and create a couple of points.

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Now, this is a matter of debate.

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What I like to do is just have the patrol points in here.

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So right-click Create.

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And why is it a debate point?

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While mainly because you want to have for

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each level its own patrol points.

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So for example, you could create it inside of the room.

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So you have the door,

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the enemies, and the patrol points,

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or you can just add them on the actual patrolling enemy.

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And then every single time you put him in a new level,

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you just suddenly patrol

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points yourself. That's up to you.

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I'm going to call this dV patrol, sorry, control points.

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And then I'm going to create

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an empty game object in here.

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This will be the first control point.

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So Patrol 0.

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And why am I adding these brackets?

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Well, because now when I duplicate this one,

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I have the one immediately inside of these.

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So this is a really cool trick.

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Set it in here.

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Send the second one here.

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Third one here, this one here,

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this one here, this one here.

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And there we go.

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I think that's enough points for today.

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So there we go.

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We start off 12345678,

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and then back at the start.

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And now I go to the patrolling enemy.

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I will lock him down.

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I will make sure to know before I apply the changes,

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let me just set everything

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in the Petro Points, save that.

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Apply the changes, run the game.

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And I don't want to maximize because I want to CV,

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I actually want to look here.

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So run the game.

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Let's see how that looks. So there you go.

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He starts walking.

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And he keeps walking.

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Girl. So not doing anything very smart.

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That's because I think

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we should keep track of the current point.

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So I'll make this public just for

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a couple of seconds so we know what is happening.

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So C, run the game and we're at 0.

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He goes to, should be going to the 0,

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which is where is it?

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I can see, oh, whoa,

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so there is a problem and

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what is the problem you might be asking?

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Well, the obvious problem,

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there's your patrol point, right?

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If I move the enemy.

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So this is something very clumsy for me.

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The Patrol point moves with the enemy.

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Why? Because the enemy is now

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a parent of the patrol points.

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So my smart behind

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is going to put it inside of the rooms.

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Yep. Open prefabs.

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We don't want it anymore.

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Okay. So now you are going to

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make me do a lot of things, right?

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So right-click prefab, unpack completely.

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Now we can move this to the rooms and

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now we can oh, wait a second.

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Patrolling.

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Okay. So we unpack patrolling points,

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set them for the room.

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Sorry for that guys.

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That was a huge mistake.

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I think that mistake should not be forgiven.

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Seriously, that would not be forgiven.

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So now we are going to,

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where is it, The patrolling enemy?

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If you can see right here,

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if we double-click on him,

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the prefab has this.

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So what we'll do is we are going to delete

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the patrolling mushroom and then create our own again.

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So there we go.

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So now when we run the game,

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we should see a much better patrolling system.

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There we go. You can see that he goes to the

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first as soon as he gets there, There we go.

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When he goes to the next point where

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all the patrol points the second, the third.

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Now to this point and look, as soon as he gets there,

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he started going to the last point,

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he shoots arrows. We are in the way.

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He tries pushing us,

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but we are stuck on the whatever it is.

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So I move away.

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Obviously, this is not the smartest enemy in the world,

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so he will be

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getting into things you need to make sure to put

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the patrol points in ways that he will

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not encounter any solid objects or obstacles.

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So as you can see, he walks around, he shoots at us,

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and he walked through his appropriate patrol point.

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Now obviously you'll notice thir,

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something that these spikes are rendering over the enemy,

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which is something that we don't want.

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This is why all the time I was

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setting every game object like the health,

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like the spikes on the player layer,

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that was very wrong.

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We should set them on a level object.

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It's pretty easy to fix later on.

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But just so you know,

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this is not something that we want any ways with that,

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out of the way, let's go back in here.

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And one thing we want to do is just

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like we had for the wandering enemy.

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We want to also be chasing the player.

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So in here, and if we're not chasing,

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and if not is chasing, we patrolled.

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And in here we chase the player.

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Should chase player.

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Which what are we selecting?

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Sorry, so patrolling mushroom should chase player.

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And that's also what was the yellow 10?

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So the yellow one was to keep chasing the player.

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So red, yellow.

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And let's see, let's save that.

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Let's run the game that's tried to have him JSON.

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So let's make the game window bigger.

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So we walk around.

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We stand next to him.

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There we go. You can see he starts chasing us and

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shooting the little balls at us.

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For some reason they are not shooting correctly.

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I feel something is definitely wrong with the balls.

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Maybe. I don't know. I see.

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00:13:26,735 --> 00:13:28,345
Yeah, yeah. Of course there is

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something definitely wrong with the balls.

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So even though when we get out of range,

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he keeps patrolling, then when we are close,

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he shoots at us.

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So obviously there is a problem with the fire position.

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I think it's hitting the head of the enemy.

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It's interacting with it.

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I'm not sure what the problem is, but for now,

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this is something that we will need to

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adjust either extremely fast.

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So I don't know, maybe we do have a problem in here.

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But the main thing here is that

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we wanted to create the petroleum mechanics.

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With that, I hope you enjoy,

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I hope you had fun creating different types of enemies.

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Now, our gain is really taking shape.

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As you can see, we have the core mechanics now.

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We have multiple enemies that move in different ways.

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And obviously, games like these that are so

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amazing and fun need something called a main menu,

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a pause menu, and transitions between them.

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So that's what we might be doing in the next section.

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That out of the way,

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I hope you enjoy it.

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Make sure to commit your changes and I'll see

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you in the next one.

