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Welcome back, My favorite game developers.

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In this video, we are actually

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going to be melee attacking.

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So the way we're going to do this is

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we're going to create a method for the attacking.

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And here we are going to create

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an overlap circle around a certain point.

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We are going to make sure to call

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this defense system every time we swing a sword.

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So without any further or do,

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let me just show you what we've done in here.

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So the enemy gets up.

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He does once, damage twice, three times,

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and you notice that he only damages us when we

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actually get hit on the head with the sword.

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So let's not waste any more time.

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And let's get started.

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O k.

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So now let's go ahead and create the Malay attack.

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Obviously right now,

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the boss just swings around the gone,

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I mean, sorry the sword.

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He swings it around but he

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doesn't actually do any damage.

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So we are going to do an actual damage.

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So I'm going to first of all

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explain to you how to make a attack.

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So obviously there are many,

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many ways of creating melee attacks,

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but this is the way that we

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are going to be implementing it.

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Sorry for that.

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And it's the way that we will learn most out of it.

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So the first thing we'll do is we'll create a circle of

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damage to the player from a certain position.

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So every time the player

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sort is in this position in the animation,

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we will create a circle right here,

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or an overlapping circle,

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which you will know later on that we'll check

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if the player is inside the radius of the circle,

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he will get damaged.

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If he's not, if he gets away in time,

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you will not be damaged.

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So we'll make sure that we will use something called the

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physics 2D overlap circle whenever the pulse attacks.

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So remember physics to the overlap circle.

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And let's go ahead and create

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a couple of variables to do just that.

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We are going to be handling

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this attack right here from the script.

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So let's go ahead and get started.

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The first thing that we are going to

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do is create a serialized field.

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And let's go ahead and make this one

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private because we already know what it does.

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So ent damage amount

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and it's going to be equal to 20 as a default.

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Then we'll need to create

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a transform which will represent the point of attack.

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So point of attack.

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And why do we have a point of attack?

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Because if I take you back right here,

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you'll see that we have

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a certain middle and this will be the point of attack

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around which we will build

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our circle and check for the player inside of it.

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So we're going to obviously

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just divert create that game object.

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But before we do that,

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will obviously also need something called a radius,

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which is the attack radius.

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So not to be confused with the and attack range.

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So the attack range is

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the range at which we will start attacking.

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The attack radius is the radius in

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which the player gets damaged if he stays there.

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And then we are going to create finally

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a serialized field of type layer mask.

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And it's going to be called what

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is player and why do we call it like that?

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Well, I, since I started using Unity,

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all the forums, YouTube videos,

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other courses, and generally the Unity community always

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caused what is player whenever

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we want to set some kind of layer.

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So, and not only the player,

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sometimes it's called what is ground.

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So I, I am used to it.

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You can call it whatever you want,

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but this is the general consensus on this.

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And before we move on,

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we need a way to actually see that radius.

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So we're going to use the void onDraw gizmos selected.

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We've done this already.

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Nothing too a fancy in here.

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So gizmos color, color red.

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And let's just close this off. Hit Enter.

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And here we are going to go to

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the gizmos draw wire, sphere.

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We're sphere and it's going to be on

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the point of attack dot position.

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And it's going to be the attack radius as the radius.

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So there we go, The andro sphere,

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as you can see, a center and a radius.

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We just gave them the point of

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attack position, attack radius.

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So back in our game.

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And do we need to wait for anything to compile?

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Know that was fast.

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So I'm going to right-click and create

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an empty game object as a child of the boss.

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And we'll call it the point of attack.

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And on these Kelly boss down here,

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I'm going to add the point of attack.

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What is the player?

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It is the player and the attack radius.

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I'm just going to go into the scene to

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see what is going on. And there we go.

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Obviously, as we always do,

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this will be up to you.

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Where do you want to set your animation or,

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sorry, I was thinking of the animation.

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Where do you want to set the point of

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attack and how big do you want to make it?

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So I'm going to scroll down and see the attack.

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So in the attack, there we go.

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This is the point where we are going to attack,

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so exactly on here.

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And from this point we will be able to determine

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how much do we want to move the radius.

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And notice that because

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the onDraw gizmos is on the bus controller,

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that means that we

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increase in here just a little bit, just make it too.

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I think two is an appropriate number,

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but I'm going to go ahead and make it three.

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So just for testing purposes.

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So I'm going to move it a bit Skelly.

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And then if we see another attack in here,

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so we haven't, There we go.

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If the player is standing anywhere inside of this radius,

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he will get had.

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So without any further ado,

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let's save that and let's go and issue you a challenge

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because this time you are going to do the attack.

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First of all, you need to create

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a method and the boss controller make it public.

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Why? Because we need it somewhere else.

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Then we are going to check for

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the overlaps circle in the unity dogs.

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This will be your job.

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You'll need to go see how everything works.

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And you need to check if

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the player is inside the attack radius.

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If he is, then we will apply damage.

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Call this method using an event animation.

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So with that out of the way,

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remember, let me just show you something.

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It's called the physics to the overlap circle.

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And now pause the video and go ahead and do the Shalon.

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Oh, okay, welcome back.

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So in here I'm going to go ahead first

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of all and create a public void.

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And I'm going to call it the attack layer.

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Great.

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Now, what are we going to do in here?

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First of all, we will need to understand

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how the physics 2D overlap circle works.

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So let's say I am a clueless game developer.

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I have no idea how physics to the overlap circle works.

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So first of all, I just check in here.

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So the declaration, a public static,

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no need to worry about the static.

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We can do it without the static.

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I scroll down in here.

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I can see that it's a collider 2D overlap circle.

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We have a point, we have a radius, a layer mask,

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I mean depth, and a max depth.

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So this is for the z

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coordinates when we are working in 3D,

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I presume, or maybe something includes object O,

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objects that are in the z.

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So it also checks for the depth.

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We will not be needing this.

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If we scroll down, we can see that we can actually

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also get some kind of results in here.

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And we can also use contact photos

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being learned about contact filters in one of the videos,

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we get a, an array,

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but let's also scroll down.

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Okay, So that's it, that's all we need.

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We can also return lists.

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So this is what we need and this returns a collider,

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2D collider overlapping the circle checks

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if a collider falls within the circular area.

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The circle redefines coordinates, etcetera, etcetera.

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And in here you can go more

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in-depth into the z coordinates.

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But anyways, this is what we need physics,

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the overlap circle back in our game.

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What do we want to do in here?

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First of all, we'll need to get

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the player that we are attacking.

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So I'm going to create a collider 2D.

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And it's going to be the player to attack.

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And I'm going to say that he is equal to

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the physics 2D dot overlap circle.

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And I'm going to say, what do we have in here?

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So first of all, we have the point.

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What's the point? Obviously, it's

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the point of attack, that position.

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Then we need the radius.

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So it's the attack radius.

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And then we need the what is Player because

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we only want to be hitting the player.

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Then in here we are going to check if the player

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to attack layer, layer.

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So, okay, so player to attack is different than null.

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So why do we say that he is different than null?

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If we look in here, Let's save that.

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That's first of all,

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print out the player to attack.

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So save that.

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And let's go and to regain,

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and let's add it to the event system.

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So where do we want this to be called?

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If I go into the attack in here,

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I swing the sword and just as he swings and sold,

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I'm going to apply the function.

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And which function should we apply?

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At that layer.

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And then again, when we swing down in here,

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we're going to add a,

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another option, sorry, I mean, another event.

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And we are going to attack the player.

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So save that, run the game.

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And let's see what we mean by null.

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So let him attack us.

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So there we go, doom player, do layer.

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There we go. If we swing, There we go.

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We can see that we have a null

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in here when we were outside.

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So because the way we are going to continue,

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because we are going to get the player to attack that get

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component though the player health handler.

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And what was the method than there?

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I believe it was damage

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the player and the amount of damage,

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the damage amount that we've created up here.

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So it seems that I hope you understand what we didn't.

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If we don't have or we

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don't check for the player is null.

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So we are going to access the player health handler,

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which does not exist,

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which will cause an error.

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So we have this extra step of safety.

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We check if the player to attack is different than null.

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If it is, then we attack or actually damage.

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If it's not, that means he is outside the radius.

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That means we don't.

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Kim and I'm going to keep this

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in here just for testing purposes.

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So let's save all of that.

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And let's go back into our game and here,

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and let's run and see what is going to happen.

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So the player gets close, he fights,

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and as you can see,

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he takes damage every single time.

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So I'm going to make the dunes player max

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help a bit bigger. Max health.

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Let's make it 500 for the testing purposes, run the game.

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How cool is that, that we can change

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the life every time we want,

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because we've created the game.

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So there we go, 202020.

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There we go. You can see that we get hit.

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We get it.

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We get hit every single time.

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We remove or get our lives reduced by 20.

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And you might be thinking, well,

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why aren't we getting hit on the swing down?

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Well, let me show you.

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So I tried to get hit.

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Second. Get hit.

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Okay, So that didn't work well because we

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are a bit invincible in a couple of seconds.

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So you can see,

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let me just try to do this.

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I know it's not working.

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So let me see if I can remove the sensibility time to 0.

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And that way we won't become invincible.

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You'll notice that we get

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hit the way up and on the way down,

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on the way up and on the way down.

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And as you can see, this is why we

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added a bit of invincibility to our player

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because this is not very fun

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to have getting damaged every single time.

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And if we keep getting damaged, eventually,

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the player is going to die to succumbed to his wounds.

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So you can see right here we have

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a couple of errors because of the on-state Enter.

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We are trying to find the player,

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but there is no layer.

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Now, we could either keep this.

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Obviously we should not keep

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this because this is an error.

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This might cause problems,

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might cause couple of lines to not be taken into account.

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So a vacua in here is to

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just check if he is available and so on and so forth.

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But let's not worry about that.

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Let's worry about the core mechanics,

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the small details we can work around later on.

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So with that said, I hope you enjoy it.

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I hope you are committing your changes

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every single video.

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I hope you left me a review

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because it helps me out a lot.

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And will that out of the way?

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In the next video, we are going to be taking

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our boss to the second stage,

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second or two, the angry stage.

