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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 pick up

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a couple of coins, we get hit.

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So our life is 200 over 300.

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But thankfully, we have this health in here so I

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can buy a couple of health and upgrade my health,

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but not everything works.

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So you can see right here

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because this is something different.

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This is not a half upgrade,

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I mean, a health restoration item.

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This one is, and I buy.

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But finally you can see that I have 0 amounts of money.

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So if I try to buy more, unfortunately,

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I can't blame it on the economy,

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blame it on whoever you want.

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Let's not waste any more time.

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Let's get started.

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Oh, case.

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So now it's time to start actually buying the items.

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And the first thing that we want to do

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is we want to have these texts in

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here appear when the player is standing

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inside of the box collider right here.

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And if he's standing outside that box collider,

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we don't want to see the text and we can not buy.

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So the first thing that we're going to

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do is I think I want to increase this a little bit.

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So we'll make the size a bit bigger from this.

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Oops.

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One second. Increase the box colliders on all sides,

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make them a bit bigger and maybe even make

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the box collider that isn't a trigger,

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which is this one,

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and maybe just covered

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the entire surface of this whatever it is,

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platform with a little plus green plus,

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and anyways, with that,

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out of the way, I'm going to do this

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off-screen is pretty easy, nothing too much.

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And it always comes back to you how big,

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how small you want to make it.

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But there is something that is not up

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to you and that is the challenge today.

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We want the text to appear when we get close.

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So get a reference to the byte text.

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Use the entrepreneur enter and exit to set

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the text active to true and false respectively.

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And also create a bool that checks true when the player

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is in the players on and false when he's out of it.

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So that although the way pause the video

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right now and go to reach shallow.

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O K. Welcome back.

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So I was just finishing up with these first thing I'll do

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is select these three items and make them the pickups?

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Yes. Make the children also pickups.

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So now we are going to open up the shop items,

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a script, I believe it's opening here,

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and we are going to stop.

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So first of all, I'm going to

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create an aunt sugar enter and exit.

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So on, Trigger Enter 2D and on sugar exit 2D.

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Now we need a reference to the bye message.

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So in here I'm going to create

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a serialized field of type text Mesh Pro.

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Or you know, what maybe what we can do is we can

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go ahead and just change the entire items.

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Or what I mean is turn off

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the whole canvas and turn it on.

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So we get the whole canvas,

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we can turn it on and off.

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So maybe that's the better way

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we can create a reference to the canvas.

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And here, we can create a reference to a game object.

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It really doesn't matter.

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But in any case, the Canvas message,

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let's call this the Canvas message.

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And now when we enter,

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because we just have the pickup and the pick up pickups

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only interact with the players of

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this will not be a problem.

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So in here, the bye message,

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out, Sorry, bye message.

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I'm still thinking of a different variable.

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So the Canvas message dot set

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active or dot game object dot set active, true.

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And then I'm going to duplicate it.

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And in here when we exit,

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it's false. Save that.

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Then we also need a variable which is going to be

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a private bool in by zone.

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And in here we are going to say that in by Zone equals

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true and by zone equals false.

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And maybe we instantiated it right here as false.

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So we start with false.

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We don't want to be able to

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buy when we're standing very far away.

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Okay, Great With that out of the way.

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Let's go in here.

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And let's select these three canvases.

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So 123, turn them off,

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run the game, walk towards it. There we go.

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Nothing happens, obviously because

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we forgot to do the most important thing,

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which is the assigning of the canvas.

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So we assign the canvas to each

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one of those that run the game.

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And now we should have fixed our problem Any day now.

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Then we go down. There we go.

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We press E to buy price 99 coin,

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price 99 coin and priceline.com. Okay, great.

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So now it turns off, it turns on.

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And obviously the bi should also work.

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We have an error which is something.

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Present and the current Unity version.

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Thank you Unity for this very bad update.

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Any ways, let's continue on.

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Now there is something to take into consideration.

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We have the three types of items that we

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can buy. That's good.

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Okay, so we can for example,

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say if this item is so on and so on, we do so,

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so there is something better that I want to

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teach you in this video and that is called the inner.

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I'm not going to go into the slides because

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it's pretty simple to understand.

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We can create an enum.

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It's going to be the item type.

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And we can open up the brackets in

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here and say that one of them is

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the health restore, health, restore.

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The second one is the health up grade,

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and the last one is a weapon.

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So what is the enum item type in on basically,

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in its simplest terms,

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allows us to create a new type of variable.

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So just like we have the Boolean,

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the canvas, and so on,

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we also can create an enum,

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which is the item type.

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And now we can create a variable in here,

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which is a serialized field of type,

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item type, and it's the actual item type.

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There we go. So as you can see,

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the enum has capitalized first letter and on every word,

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while the variable is not capitalized,

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it's in the lower case.

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So if we save this and go back in our game,

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look how cool this will be.

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If I choose the item type,

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let me close down the box colliders.

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You can see that I have

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a drop-down menu and I can choose one of these items.

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And this is something really nice.

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And this is an upgrade from the previous section where

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the enemies each had

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their own box to take and so on and so forth.

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And you have to untick something to take something else.

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This right here is a much better way,

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a much smoother way.

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So this one will be the half upgrade and

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the last one will be the weapon.

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Great. So now we have

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the item type we can choose to go from.

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But there is one more thing we need to add in here,

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and that is the item cost.

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So serialized field and the item cost,

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but this is not the thing that I was at.

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I wanted to focus on I wanted to focus on

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something called the switch statement.

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But before I do that in here,

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I'm going to create the update.

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And I'm going to check if I am envy by zone.

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Then I'm going to check if we have input dot,

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get keydown, open this up, keycode,

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key code dot e.

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And in here what we can do is for example,

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we can start maybe creating if,

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let's say the item type dot something and whatever,

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and start checking for

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the items and buying based on that.

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But we have, in this case,

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something much more powerful.

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And that is the switch case.

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So let me show you what these switch case is.

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So similar to the if statements,

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it allows us for conditional code execution.

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If we have a certain item type,

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we want to call something different.

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If we want to have the health upgraded,

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we should call a different method

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than the one where we buy a weapon.

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So the switch statement is

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going to be very effective in here.

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And just like the if statement,

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it works the same way we have conditional code execution,

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but it's structured as a bit different and

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more efficient when it comes to things like these.

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So we start off by writing switch.

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We add the case switch.

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So in here this could be anything we want.

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In our case, it will be the item type

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that we have. In case one.

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For example, let's say the item type is a health upgrade.

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So in case 1,

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one here says, for example, health upgrade.

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We execute some code we break.

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This is very important and then we go to the second case.

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The second case let's say is the weapon.

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Then we execute some different code,

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we break, and then we check for the default.

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Now obviously you can add up

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how many cases you want to 123,

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1520, 500 if you want.

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But eventually we will have

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to get some kind of default thing.

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So what happens if we have no item type?

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This is something that will not happen,

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but just in case there is no item type,

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we need to have a default break and

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then We finished the switch statements.

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So make sure you understand it.

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We will see the implementation and just a bit,

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but just look at the structure.

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We then without Look what it is.

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And let's go back into our code and implement this.

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Before we create this switch statement,

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we need to know if we actually have them money for this.

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So first of all, we're going to check if

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the game manager dot instance dot.

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Let me see.

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Do we have an access to the current going? No, we don't.

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So we're going to create a public int.

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And get current bit coins.

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And this will just return current Bitcoins.

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Save that, go back and hear instance

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dot get current bitcoins.

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And if we have more or at least equal to,

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so if we have more or at least equal to the item cost,

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then we can continue on.

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And as soon as we buy the item,

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then we are going to go to the game manager,

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dot instance, dot, spend coins.

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And the amount of coins we're going to

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spend as the item cost.

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But then what will happen after we spent our coin,

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we should get an item.

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So we're going to create the switch.

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And in here we are going to say the item type.

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So this is the case around which we are switching.

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And now we are going to open this up.

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So in case we have the item type

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dot health restore and

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it's not allowing me oh, no, it's not.

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The small item type is

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the big item type dot health restore.

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We put the two points, hit Enter.

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Here we are going to,

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while in here we can either find objects of

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type and it's going to be the player health handler.

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And then we can go in here.

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And what do we haven't

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declared health handler damages the player.

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Okay, So at HP to player,

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at HP to player.

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And how much do we want to add?

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Well, we can choose in here whether 10 or 20

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or whatever value you want to add, save that.

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Brake had this and there we go, Save that.

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So I paused there for a second because I wasn't

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sure if we should use the file object

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of type or if you want even better,

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create a variable in here for the player.

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So a private variable for

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the layer and then set it right here and the collision,

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this would be smarter and more cost

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efficient because we know that

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only the player can be

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the collision in here because

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of the layer that we've sat.

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And find object of type is sometimes a bit cumbersome.

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It's, it takes a lot of space from the processing, a lot,

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a lot of processing power because

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fine object of type just goes

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through the entire list in

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your scene and then chooses one of them.

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So it depends on you.

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Whatever you want to do really is up to you.

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So where do we have the item right here?

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So let's choose the first one.

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That's the cost to 20.

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Or know what? Let's just keep it at 10.

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And this will restore a bit of Health.

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And I'm going to go into the Prefabs.

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And in here I'm going to add the spikes.

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So or is it the pickups?

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Let's add a bit of coin and here, 23 coins.

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So we have money to spend.

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And then we'll go into the Prefabs again and add a.

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Where is it?

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Where is it? Where is it?

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Level object at the spikes right here. Run the game.

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So I want to get hit by the spikes.

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Okay? Pick up a couple of cones,

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go down here and we're visit. So there we go.

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We press the Iike.

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Yep, there we go. We get tan, tan, tan, tan.

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And if I tried to buy more, there you go.

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We have 0, so I can not buy anything anymore.

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There we go, so great.

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That seems to be working.

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In the next video we'll be using the health upgrade

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will create a separate method and the health handler.

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And as I've said, and by the way,

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this error keeps popping up.

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00:14:55,490 --> 00:14:58,420
Don't worry about it. As I've said in here,

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the fine object of type something that I don't like

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particularly I don't like to overuse

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defined object of pipe goes back to you.

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I really hope that you try to

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create your own variable, set it right here.

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With that said, I hope you enjoy it.

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I hope you are saving all,

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singing all of your files,

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and I'll see you in the next video.

