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Welcome back, my fellow game developers.

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I know at this point you're probably saying Michael,

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every single video you say this is the longest video,

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but this will be the longest video.

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I hope you are excited about that or not.

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I don't know, but this video

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will require a lot of tweaking.

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I did make a couple of mistakes and

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then fix them on the spot in front of you.

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So you always know that I'm transparent as much as I can,

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so I'm not going to waste your time anymore.

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We're going to get started.

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Okay, so now we have a health bar.

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We have health, we have mainly attacking,

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we have walking, we have state machine,

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we have everything for our boss,

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but we also need to add

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a bit of angry and bracket or shooting.

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So let's go ahead and do that.

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The first thing that we need to do is we need to actually

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create points from which our boss will be shooting.

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And I'm going to zoom in on the boss.

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And the way the shooting is going to work is we're

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going to have eight points around the boss.

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Four will be the regular shooting,

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and eight will be for the angry shooting.

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When he gets angry, he shoots more.

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That's logical. Let's go ahead and do that.

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Right-click in here, create an empty shooting points.

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And in here I'm going to create the first one,

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which is going to be 0.1.

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And let's go ahead and move it up

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here or right here to his right.

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Duplicate this one.

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And obviously this will not be very convenient.

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So I'm going to call this.

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So 0.1.2, I'm going to put it on its head.

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0.3, move it down in here.

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And 0.4, move it right here.

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Now when we will be creating

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our shooting or the mosses bullet,

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it will move in the direction of the bullets, right?

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So we will need to rotate all of these and later on,

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but for now, let's just duplicate the four.

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Set it in here.

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Maybe around this point almost.

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And then again in here, 678.

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So there we go. Now we have eight points around our boss.

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Now, the next thing we need to do as we need to

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go ahead and create the connections in here.

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So from the walking,

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a transition to the shooting,

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and any transition from the shooting to the walking.

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And we're going to add a trigger in here,

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which is going to be the shoot.

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And then up here we're going to do the same.

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So make transition, may transition.

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Let's have no exit time.

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And yeah, keep the transition duration as it has.

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No worries about that.

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That's in here also have no exit time,

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transition duration, the hour.

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So we forgot to also add a condition in here.

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So the condition is they should trigger.

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And here the condition as the oh, shoot trigger.

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And then going back,

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we I believe we don't need to have an exit time.

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And in here also,

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I believe we won't have an exit time,

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but we will want to play

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the entire animation and then go back.

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Or maybe we will see,

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we will see what happens as we

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create the gain, what we will need.

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Now, the next obvious step is to create the buses bullet.

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So I'm going to right-click inside of the Boss folder.

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And in here I'm going to create the boss.

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Bullet. Bullets hit Enter.

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Wait for the script to compile.

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And let's double-click and open it up.

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And what are we going to do in here

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while we are going to be doing the obvious?

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So the first thing,

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we'll obviously be a float for the speed.

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And then we are going to have a private vector

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2 or vector 3 actually for the bullet direction.

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Then we will have 14 to the thalamic damage.

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This should be an integer.

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Okay, great. Now in

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the start we are going to set

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the direction of the bullet and

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it's going to be blood direction

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equals transform dot, right?

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So right means if we look in here,

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the red axis on the transform, if we go up.

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So maybe I did that too fast.

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So the red axis of the transform and the world space.

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So back in the scene.

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And notice that this one,

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this is the red axis.

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For example, the to the bullet will fly to the right.

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So what we'll need to do as we need to rotate

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it like that, I believe. So.

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There we go. We can see that we have

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it will set it to 90 degrees.

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So the third to

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a 180 degrees said

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the point on the bottom to maybe 90 degrees?

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No, no, not 90 degrees minus 90 degrees.

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And we have this point right here. What should we set it?

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Let's see.

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So if you're not good path, this is perfect.

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There we go. So 45, I believe.

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Yeah, 45 is good for the six.

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That should be minus 45. There we go.

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Let's change it.

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But so you can play around,

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you can do whatever you want,

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and however you want.

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If you want, you can set all the shooting positions

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to be in one direction.

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Maybe like that around like that.

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Yeah, sure.

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Why not? So there we go.

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So it should be a 135.

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And why is it 135?

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Well, because I've added 90 degrees and then added a 45.

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This is one hundred, ten hundred goes on.

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Now we have a perfect angle and this would be 135.

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Yep, There we go. So now we have

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really good tooling points from our boss.

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So we're going to save that.

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We're going to make this smaller.

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And now we're going to go back into

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our script and see what else we

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need to do in here, an update.

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I'm going to go ahead and get

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the transform dot position and plus

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equals the bullet direction times the speed.

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And obviously Time.deltaTime.

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There we go.

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So Time.deltaTime makes sure

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that even though this is called every single frame,

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we are detaching it using the Time.deltaTime.

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The next thing we're going to do,

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we're going to check if

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we don't have the boss in our hierarchy.

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So if the boss

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controller dot instance to have an instance,

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we don't have an instance,

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so we're going to go ahead and find most object of type.

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Or maybe we should create an instance.

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I think it's better,

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or we can get a reference to the boss,

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which is also a good idea.

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But you know what? Let's just

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find the boss and the world.

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So fine.

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Object of type, boss controller.

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And if he is active and game object

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and is active, active in hierarchy.

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So if he's not active in the hierarchy,

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then we want to destroy

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all the bullets that are already flying.

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Destroy game objects.

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So the bolus get destroyed once the boss dies,

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we don't want to have the bullets keep client.

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Or if you want, we can

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keep the bullets flying in the world.

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It depends on your preferences.

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Now the next thing we want to do is we want to

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handle the way the bullets will interact with the world.

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And obviously we haven't created the bullets yet.

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But I'm pretty certain that at this point

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you already know and have all the knowledge.

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So I'm going to create an entrepreneur enter to the,

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and inside of this Entrepreneur Center.

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I'm going to, well,

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I wanted to say that I wanted

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to check for the player tag,

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but as we know,

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we will already make sure that the bullets only

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collide with a player and nothing else.

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So collision dot get component.

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And we're going to check for the player health handler.

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And we're going to take damage or damage player.

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And in this damage player we are going to bullet

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damage centered the bullet damage that we haven't here,

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we can double-click and make

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sure that is what we are working with.

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And then what should we be doing?

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Well, I believe we should destroy the game object.

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But the problem in here that I don't like

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is that if we hit anything else,

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it will not interact with it.

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So the boat will keep on flying forever.

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So again, we will have to check for the collision.

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So if collision.com paired tag and it's the layer,

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and then we are going to do this.

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And whenever we only have

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one line of code under the condition,

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we can avoid using the two squiggly lines.

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And why did I choose again to create the tag and not

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just keep it as it was because the bullet flies off.

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We wanted to hit a wall to get destroyed in any case,

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because we don't want the bullet to always

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keep flying in the world and have a lot of

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bullets and the hierarchy that will just take up

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space and hinder the performance of our machine.

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So finally, what else should we be doing?

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I believe this is everything,

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and I believe this is everything.

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So let's go and create our bullet.

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So where is our bullets in the prefab?

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We have bullets, we have an AMI bullets or no,

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we don't want to replicate the enemy bullets.

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Let's go into, you know, I go.

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Pullets player and still rifle, shot gun.

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Let's go ahead and duplicate the shotgun called the S1,

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the boss bullet at Enter.

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And let's see what shall we

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use in here that see the sprites.

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We can use one of these and maybe

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use the big, huge red one.

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Yeah, Sure. Why not? Let's use the big huge red one.

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Let's see how that looks in the world.

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So back in the Boss prefab?

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Or is it prefer bullets player?

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Let's move it to outside.

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So in here we have the boss bullet.

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Let's put it in the scene.

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There we go. This is it.

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What should we be DO?

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Bullets, of course, it's on the bullets layer.

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Let's see what else do we have?

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What shall we be doing in here?

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I think the bullet is just a little bit smaller.

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Scale one on the x also.

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And instead of having less change,

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maybe the collider, how?

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Because the collider not, it's perfect.

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Let's see the player bullet damage.

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Obviously, we will remove the component

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and we're going to go ahead and add our own,

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which is the boss bullet controller. There we go.

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So now we have the boss bullet controller,

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the damage amount, the point of attack.

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Note this is a boss control or not.

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I was wondering like what,

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what's wrong with this boss bullet? Boss bullets.

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There we go.

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So now we have speed which should be animal-like five,

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bullet damage will be, can save that.

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And when we do create a new prefab, don't worry,

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this one will be removed or we can

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just apply the changes to the boss bullet.

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So back in our possibility in here,

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if we scroll down and choose this one actually the boss,

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but you can apply all.

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And now we have the bullet regularly working.

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So I guess this is a good enough bullet for us.

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So I'm going to delete the boss bullet.

263
00:12:44,210 --> 00:12:46,150
Now we have it in our hierarchy.

264
00:12:46,145 --> 00:12:48,605
We have the script, we have the collider,

265
00:12:48,605 --> 00:12:51,005
we have a rigid body which is important,

266
00:12:51,005 --> 00:12:52,275
which save all of that.

267
00:12:52,279 --> 00:12:54,759
And let's see what else do we need to do?

268
00:12:54,755 --> 00:12:57,485
Well will lead to issue you a challenge.

269
00:12:57,484 --> 00:13:00,714
And your challenge is to make the boss shoot.

270
00:13:00,710 --> 00:13:03,020
So first of all, create a reference to

271
00:13:03,020 --> 00:13:05,840
the shooting points and the angry shooting points.

272
00:13:05,840 --> 00:13:09,230
So you'll need to create two references in here.

273
00:13:09,229 --> 00:13:11,449
And this is all obviously going to happen.

274
00:13:11,450 --> 00:13:13,630
And the boss controller,

275
00:13:13,625 --> 00:13:16,505
then you'll need to get a reference to the bosses bullet.

276
00:13:16,504 --> 00:13:18,054
Obviously, you'll need to create

277
00:13:18,049 --> 00:13:19,719
a method that loops through

278
00:13:19,715 --> 00:13:21,585
all the points using

279
00:13:21,589 --> 00:13:24,369
a foreach loop and instantiate the bullets.

280
00:13:24,365 --> 00:13:25,745
Then you'll need to create

281
00:13:25,745 --> 00:13:28,705
another method for the angry shooting.

282
00:13:28,700 --> 00:13:31,220
And you'll need to use the events to call

283
00:13:31,220 --> 00:13:35,160
the methods and the animations so that information,

284
00:13:35,164 --> 00:13:36,504
pause the video right now,

285
00:13:36,500 --> 00:13:38,030
all of this will need to be done and

286
00:13:38,029 --> 00:13:42,309
the boss controller and go do the challenge.

287
00:13:42,304 --> 00:13:44,664
Oh, okay, welcome back.

288
00:13:44,659 --> 00:13:47,349
So where are we boss,

289
00:13:47,345 --> 00:13:50,955
boss controller up here we are going to go ahead and

290
00:13:50,959 --> 00:13:55,869
create a serialized field of the trans form.

291
00:13:55,865 --> 00:14:00,745
This will be an array obviously for the shooting points.

292
00:14:00,740 --> 00:14:02,540
Then we are going to create

293
00:14:02,539 --> 00:14:05,569
a serialized field for the transform,

294
00:14:05,570 --> 00:14:12,540
also, the angry shooting points.

295
00:14:12,544 --> 00:14:15,324
And then we are going to create

296
00:14:15,319 --> 00:14:18,529
a serialized field for the game object,

297
00:14:18,530 --> 00:14:20,730
which is the boss bullet.

298
00:14:21,010 --> 00:14:23,430
And I hope you did the challenge.

299
00:14:23,434 --> 00:14:25,764
I hope it wasn't too hard at this point,

300
00:14:25,759 --> 00:14:27,319
you should be pretty

301
00:14:27,319 --> 00:14:30,709
well knowledgeable with everything that we're doing.

302
00:14:30,709 --> 00:14:31,999
So nothing is really knew.

303
00:14:32,000 --> 00:14:33,980
That's why I'm just going through the motion

304
00:14:33,980 --> 00:14:36,170
and doing everything really fast, not explaining.

305
00:14:36,170 --> 00:14:39,020
So I'm pretty sure you already know most

306
00:14:39,020 --> 00:14:42,050
of the things that we've done in here. Let's continue on.

307
00:14:42,049 --> 00:14:43,159
What else do we need to do?

308
00:14:43,160 --> 00:14:45,740
Well, we need to create the method that we want.

309
00:14:45,740 --> 00:14:48,920
So in here, under the angular attacking player,

310
00:14:48,920 --> 00:14:56,170
I'm going to create a public void shooting player.

311
00:14:56,165 --> 00:14:59,715
And in here I'm going to create a for each loop,

312
00:14:59,719 --> 00:15:04,339
or a for each loop that will

313
00:15:04,339 --> 00:15:09,869
loop through all the transformed point.

314
00:15:10,120 --> 00:15:14,970
And shooting player.

315
00:15:14,974 --> 00:15:17,554
What? I'm shooting points.

316
00:15:17,554 --> 00:15:20,724
In shooting points.

317
00:15:20,720 --> 00:15:24,530
And in here we are going to instantiate

318
00:15:24,530 --> 00:15:28,130
the boss bullet on

319
00:15:28,130 --> 00:15:33,550
the transform dot position transform rotation.

320
00:15:33,545 --> 00:15:36,705
So we need to make sure that we have the same rotation

321
00:15:36,709 --> 00:15:38,839
as we had with the actual shooting point

322
00:15:38,839 --> 00:15:40,489
that is instantiating.

323
00:15:40,490 --> 00:15:43,940
Then we'll need to create a public void.

324
00:15:43,940 --> 00:15:46,220
Angry shooting.

325
00:15:46,220 --> 00:15:50,090
Let me just copy this one and add angry too.

326
00:15:50,090 --> 00:15:55,060
It always add the angry, angry.

327
00:15:55,055 --> 00:15:56,895
And I know this video is long.

328
00:15:56,899 --> 00:15:59,359
I wanted to separate these into two videos.

329
00:15:59,359 --> 00:16:04,179
One for the Basel at 14, the regular shooting.

330
00:16:04,174 --> 00:16:06,174
But actually, I just

331
00:16:06,170 --> 00:16:09,860
thought there's no point to it creating just a postulate.

332
00:16:09,859 --> 00:16:11,749
A very simple, we already done that.

333
00:16:11,749 --> 00:16:14,629
So I wanted to create two videos at the same time.

334
00:16:14,630 --> 00:16:17,380
So angry shooting points.

335
00:16:17,375 --> 00:16:19,045
There we go. We save that.

336
00:16:19,040 --> 00:16:20,450
Now any or you can add

337
00:16:20,450 --> 00:16:23,170
an extra mechanic and I do recommend that you do that.

338
00:16:23,165 --> 00:16:24,395
It's pretty simple.

339
00:16:24,394 --> 00:16:26,884
Instead of having these shooting points

340
00:16:26,885 --> 00:16:28,315
and angry shooting points,

341
00:16:28,310 --> 00:16:31,780
you can just create one huge or one big,

342
00:16:31,775 --> 00:16:33,925
only the angry shooting points.

343
00:16:33,920 --> 00:16:38,040
And when we are regularly shooting instead of a for each,

344
00:16:38,044 --> 00:16:39,864
you can create a for loop,

345
00:16:39,859 --> 00:16:42,439
go through for random points

346
00:16:42,440 --> 00:16:44,660
and instantiate bullets from them.

347
00:16:44,660 --> 00:16:48,090
This will be maybe a cool game mechanic.

348
00:16:48,094 --> 00:16:49,854
I don't know if you want to do that.

349
00:16:49,850 --> 00:16:51,650
Go ahead be my guest and long.

350
00:16:51,649 --> 00:16:54,739
And I didn't do that because I actually want to

351
00:16:54,740 --> 00:16:58,140
have the direction b and these four,

352
00:16:58,144 --> 00:17:00,654
or you can do that, doesn't matter.

353
00:17:00,650 --> 00:17:03,170
This is your game at your own things to it.

354
00:17:03,170 --> 00:17:05,890
So in the syllabus I'm going to scroll down.

355
00:17:05,885 --> 00:17:07,965
And where do we have it?

356
00:17:07,969 --> 00:17:10,689
Okay, so shooting points, open this up.

357
00:17:10,684 --> 00:17:12,144
It's me.

358
00:17:12,140 --> 00:17:15,140
Just lock the scale it down,

359
00:17:15,140 --> 00:17:16,830
choose the first four.

360
00:17:16,834 --> 00:17:19,794
And these are the regular shooting points and

361
00:17:19,790 --> 00:17:23,180
then everything else is the angry shooting points.

362
00:17:23,179 --> 00:17:25,279
This is the boss bullet.

363
00:17:25,280 --> 00:17:27,140
And save that.

364
00:17:27,139 --> 00:17:28,609
And finally, we need to go to

365
00:17:28,610 --> 00:17:32,890
the animations in the shooting.

366
00:17:32,890 --> 00:17:35,470
So shooting, where should we be shooting?

367
00:17:35,469 --> 00:17:38,379
Let's see, and maybe in here.

368
00:17:38,380 --> 00:17:39,750
So at this position,

369
00:17:39,745 --> 00:17:42,385
we add an event.

370
00:17:42,384 --> 00:17:44,744
Let's just unlock this.

371
00:17:44,740 --> 00:17:47,180
What we do shooting player.

372
00:17:47,184 --> 00:17:50,514
Then we become smaller, bigger.

373
00:17:50,515 --> 00:17:52,775
Maybe at this point again,

374
00:17:52,779 --> 00:17:57,669
we had an event should player.

375
00:17:57,669 --> 00:18:02,619
And then we go back maybe one last time,

376
00:18:02,619 --> 00:18:05,289
and here we shoot the player.

377
00:18:05,290 --> 00:18:08,290
So we should play or three times. Great.

378
00:18:08,290 --> 00:18:09,670
So save that.

379
00:18:09,670 --> 00:18:13,570
Now, back in our anger shooting,

380
00:18:13,569 --> 00:18:17,289
so angry shooting, we become bigger.

381
00:18:17,290 --> 00:18:19,640
We should have more shots right here.

382
00:18:19,644 --> 00:18:23,424
So angry shooting player,

383
00:18:23,550 --> 00:18:30,550
become bigger, smaller, bigger.

384
00:18:30,549 --> 00:18:31,749
Why don't we become bigger?

385
00:18:31,749 --> 00:18:33,669
And on this point, I don't know,

386
00:18:33,669 --> 00:18:35,259
but obviously we made

387
00:18:35,260 --> 00:18:37,440
a small mistake in here, but no worries.

388
00:18:37,435 --> 00:18:41,495
Let's make this the angular shooting player bigger,

389
00:18:41,499 --> 00:18:44,649
smaller. And other event.

390
00:18:44,649 --> 00:18:49,079
Angular shooting player bigger, smaller.

391
00:18:49,075 --> 00:18:50,935
I think at this point it's good.

392
00:18:50,934 --> 00:18:52,544
No worries about the animation.

393
00:18:52,540 --> 00:18:54,470
We didn't make it perfect.

394
00:18:54,474 --> 00:18:55,844
Angry shooting player.

395
00:18:55,845 --> 00:18:57,045
We save all of that.

396
00:18:57,049 --> 00:18:59,059
Now we have everything set up.

397
00:18:59,059 --> 00:19:01,009
The last thing that we need to do is we

398
00:19:01,010 --> 00:19:03,160
need to actually go into that shooting.

399
00:19:03,155 --> 00:19:05,445
And how do we want to have this mechanic?

400
00:19:05,449 --> 00:19:07,779
While I think the best way to do it.

401
00:19:07,775 --> 00:19:09,805
As let's say the bosses walking,

402
00:19:09,800 --> 00:19:11,900
walking, walking, he can't get to the player.

403
00:19:11,900 --> 00:19:13,670
The player keeps running away.

404
00:19:13,670 --> 00:19:15,710
And after a certain amount of time,

405
00:19:15,709 --> 00:19:18,429
he just starts shooting at the player.

406
00:19:18,425 --> 00:19:20,675
So we're going to do exactly that.

407
00:19:20,674 --> 00:19:23,664
I'm going to open the boss walk.

408
00:19:23,660 --> 00:19:27,310
And in here I'm going to create some kind

409
00:19:27,305 --> 00:19:32,105
of countdown or some kind of shock counter.

410
00:19:32,105 --> 00:19:34,575
And why do we need to create a shot counter?

411
00:19:34,579 --> 00:19:36,709
Well, why not a mono behavior?

412
00:19:36,709 --> 00:19:40,179
Well, because when you are in a state machine behavior,

413
00:19:40,175 --> 00:19:42,975
you don't have dicey a co-routine.

414
00:19:42,979 --> 00:19:45,409
I meant why can't we create a whole routine?

415
00:19:45,409 --> 00:19:46,999
You can create a call within,

416
00:19:47,000 --> 00:19:49,550
because this is not a mono behavior,

417
00:19:49,550 --> 00:19:52,880
we can only create equality and side of a mono behavior.

418
00:19:52,879 --> 00:19:54,589
So for that reason in here,

419
00:19:54,590 --> 00:20:01,190
I'm going to create a private float shot counter

420
00:20:01,190 --> 00:20:10,080
and a serialized field for the photo shoot.

421
00:20:12,330 --> 00:20:17,140
I'm save that.

422
00:20:17,140 --> 00:20:20,740
And then I'm going to go into the on-state update.

423
00:20:20,739 --> 00:20:25,409
And in here I'm going to say Should time as minus equal,

424
00:20:25,405 --> 00:20:32,125
minus equal the time dot fixed delta time.

425
00:20:32,124 --> 00:20:34,154
Was the problem in here.

426
00:20:34,150 --> 00:20:34,950
Also.

427
00:20:34,945 --> 00:20:38,575
Minus equal, not equal minus, sorry.

428
00:20:38,574 --> 00:20:41,144
And then in here I'm going to say if

429
00:20:41,139 --> 00:20:47,459
the show time as less than or equal to 0,

430
00:20:47,454 --> 00:20:49,754
then we are going to go ahead into

431
00:20:49,749 --> 00:20:59,659
the animator trigger and copy the shoot trucker.

432
00:20:59,850 --> 00:21:02,040
Copy this should trigger,

433
00:21:02,035 --> 00:21:05,305
put it in here, close this down, save all of this.

434
00:21:05,304 --> 00:21:07,944
I believe we need a way to go back.

435
00:21:07,945 --> 00:21:10,145
So in here we need a way to go back.

436
00:21:10,149 --> 00:21:11,829
So we'll add an exit time.

437
00:21:11,829 --> 00:21:13,299
And we'll make sure that we play

438
00:21:13,299 --> 00:21:16,689
the entire animation to the 97 percent.

439
00:21:16,689 --> 00:21:20,809
So let's see how that looks in the preview.

440
00:21:21,180 --> 00:21:24,500
And there we go. We can see we play, we should,

441
00:21:24,499 --> 00:21:27,279
we should we issued and then we go back to walking.

442
00:21:27,280 --> 00:21:28,930
Okay, I think that's good enough.

443
00:21:28,930 --> 00:21:31,930
And in here we will also have an exit time at

444
00:21:31,929 --> 00:21:36,679
the 97 97 percent.

445
00:21:36,674 --> 00:21:39,924
I have that. I think on the on-state exit,

446
00:21:39,920 --> 00:21:42,280
we will also need to reset the shoot.

447
00:21:42,275 --> 00:21:45,455
So save that. And I think that's it.

448
00:21:45,455 --> 00:21:47,915
I believe this is all that we need to do.

449
00:21:47,914 --> 00:21:50,344
So let's see.

450
00:21:50,345 --> 00:21:52,485
In The Walking in here,

451
00:21:52,489 --> 00:21:53,979
what's the short time?

452
00:21:53,975 --> 00:21:56,855
Maybe after two seconds of walking.

453
00:21:56,855 --> 00:21:59,695
And if we go to the angry walking,

454
00:21:59,690 --> 00:22:03,320
after which time, maybe after three seconds of walking.

455
00:22:03,319 --> 00:22:05,239
So these are just arbitrary numbers.

456
00:22:05,240 --> 00:22:07,910
I haven't thought of if this is good or not.

457
00:22:07,909 --> 00:22:09,999
So I'm going to make this bigger.

458
00:22:09,995 --> 00:22:11,755
And as you can see,

459
00:22:11,750 --> 00:22:12,850
there is something wrong.

460
00:22:12,845 --> 00:22:15,485
First of all, we have a bullet in here which is not good.

461
00:22:15,484 --> 00:22:19,654
So where is it, Where is it?

462
00:22:19,830 --> 00:22:22,600
Whereas the scenes, this

463
00:22:22,600 --> 00:22:31,070
bullet that will help, Let's close Dui.

464
00:22:31,890 --> 00:22:34,480
What's that bullet actually doing

465
00:22:34,479 --> 00:22:36,279
in here? I have no clue.

466
00:22:36,279 --> 00:22:39,189
Why can't I selected, hey, welcome back.

467
00:22:39,189 --> 00:22:43,299
So for some reason I cannot find what the hell this is.

468
00:22:43,299 --> 00:22:44,829
Let's not worry about that.

469
00:22:44,829 --> 00:22:46,979
What we need to worry about is to change

470
00:22:46,975 --> 00:22:50,915
the bullets layer to the enemy bullet. Save that.

471
00:22:50,919 --> 00:22:52,479
And now let's see how that looks.

472
00:22:52,479 --> 00:22:54,219
When the ball shoots

473
00:22:54,220 --> 00:22:56,950
us are really can't find what this is.

474
00:22:56,949 --> 00:22:58,659
So he walks around,

475
00:22:58,660 --> 00:23:01,500
he starts shooting and it's very bad.

476
00:23:01,500 --> 00:23:02,430
Okay, great.

477
00:23:02,434 --> 00:23:05,974
So obviously we have something not working properly.

478
00:23:05,974 --> 00:23:07,614
Hey, welcome back.

479
00:23:07,610 --> 00:23:10,300
A huge mistake that I made.

480
00:23:10,295 --> 00:23:13,215
Instead of using the transform that position,

481
00:23:13,219 --> 00:23:16,089
I shouldn't have used the point which is right here.

482
00:23:16,084 --> 00:23:18,264
And the point which is right here.

483
00:23:18,259 --> 00:23:19,609
Sorry for that.

484
00:23:19,609 --> 00:23:21,499
This is very bad,

485
00:23:21,499 --> 00:23:23,239
doesn't, it doesn't look good.

486
00:23:23,239 --> 00:23:25,069
But there we go.

487
00:23:25,069 --> 00:23:27,079
Now we fixed all the problems.

488
00:23:27,080 --> 00:23:29,050
This should work right now.

489
00:23:29,045 --> 00:23:30,695
So back in our game,

490
00:23:30,694 --> 00:23:36,744
we should see that now when the boss shoots, there we go.

491
00:23:36,739 --> 00:23:39,399
123. But for some reason

492
00:23:39,395 --> 00:23:42,435
the bullet that goes up isn't shooting a properly.

493
00:23:42,439 --> 00:23:44,059
So what is the problem?

494
00:23:44,060 --> 00:23:45,890
There we go, we even get shot.

495
00:23:45,890 --> 00:23:49,640
Let's try to see what the problem is when he shoots up.

496
00:23:49,640 --> 00:23:52,190
So upwards there is a problem.

497
00:23:52,189 --> 00:23:54,259
And the way I only

498
00:23:54,259 --> 00:23:56,779
realized how the last one worked like for example,

499
00:23:56,780 --> 00:23:59,060
look, we can use frame-by-frame.

500
00:23:59,060 --> 00:24:00,950
He gets bigger 0.

501
00:24:00,950 --> 00:24:02,380
Notice what happened.

502
00:24:02,375 --> 00:24:05,005
So let's remove the pause.

503
00:24:06,100 --> 00:24:10,680
And let's see what's happening when he shoots.

504
00:24:14,260 --> 00:24:17,340
You can see that the bullet comes out,

505
00:24:17,344 --> 00:24:20,184
which is the boss bullets,

506
00:24:20,179 --> 00:24:22,179
see, okay, so this one,

507
00:24:22,174 --> 00:24:23,734
this one comes out.

508
00:24:23,734 --> 00:24:25,734
And as soon as it comes out for

509
00:24:25,730 --> 00:24:28,090
some reason it just disappears.

510
00:24:28,085 --> 00:24:30,065
So what's the problem in here?

511
00:24:30,064 --> 00:24:33,234
Let's see, Maybe it's because of the collider.

512
00:24:33,229 --> 00:24:34,549
It may be.

513
00:24:34,549 --> 00:24:37,849
So let's look at the point,

514
00:24:37,850 --> 00:24:42,090
obviously this 0.2 and the collider.

515
00:24:42,094 --> 00:24:43,674
But it shouldn't be because of

516
00:24:43,669 --> 00:24:45,739
the collider because, well,

517
00:24:45,740 --> 00:24:48,470
obviously the enemy bullet does not interact

518
00:24:48,469 --> 00:24:51,519
with the boss or does it come?

519
00:24:51,515 --> 00:24:55,775
So I've noticed that when I move the point to up,

520
00:24:55,774 --> 00:24:57,414
this does not create a problem.

521
00:24:57,410 --> 00:25:01,180
So my suspicion is that the boss bullet,

522
00:25:01,175 --> 00:25:02,355
which is on the enemy billet,

523
00:25:02,359 --> 00:25:04,339
is interacting with this Kali boss,

524
00:25:04,340 --> 00:25:06,400
which is on the layer default.

525
00:25:06,395 --> 00:25:08,395
So what I'm going to do is I'm going to

526
00:25:08,390 --> 00:25:10,770
create a layer for the boss.

527
00:25:10,774 --> 00:25:12,874
So in the layers in here,

528
00:25:12,874 --> 00:25:17,044
create a boss Skelly layer.

529
00:25:17,045 --> 00:25:18,875
And then on the boss,

530
00:25:18,875 --> 00:25:19,945
it's the enemy bullets.

531
00:25:19,940 --> 00:25:23,480
So I'm going to go into the Edit, Project Settings,

532
00:25:23,480 --> 00:25:25,700
Physics 2D, scroll down and make

533
00:25:25,700 --> 00:25:28,850
sure that it does not interact with the boss.

534
00:25:28,849 --> 00:25:33,779
Skull. Moves, boost Skelly, boost scaly.

535
00:25:34,030 --> 00:25:36,200
Let's go back to layers,

536
00:25:36,200 --> 00:25:39,710
edit layers and not boost Skelly basket.

537
00:25:39,710 --> 00:25:42,050
So Muschelli does not interact with

538
00:25:42,050 --> 00:25:45,560
both Skelly that work.

539
00:25:45,560 --> 00:25:46,880
Back in here.

540
00:25:46,880 --> 00:25:49,070
Said the boss, Kelly.

541
00:25:49,069 --> 00:25:50,719
Yes, Change all children.

542
00:25:50,719 --> 00:25:55,959
We save that. We go back and the project settings.

543
00:25:55,955 --> 00:25:58,445
And the third is x to the

544
00:25:58,444 --> 00:26:01,774
and the bus schedule does not interact with Boss Kelly,

545
00:26:01,774 --> 00:26:03,414
and does not interact with the player.

546
00:26:03,409 --> 00:26:05,959
But we can actually move all of these honestly,

547
00:26:05,960 --> 00:26:07,370
but we'll just keep them.

548
00:26:07,369 --> 00:26:09,879
And now we should see that all the bullets,

549
00:26:09,874 --> 00:26:11,484
all the points fire properly,

550
00:26:11,480 --> 00:26:13,550
even if that point is inside of

551
00:26:13,550 --> 00:26:17,010
the box collider of the player, the enemy.

552
00:26:17,014 --> 00:26:20,374
So now we should this guy, as you can see,

553
00:26:20,375 --> 00:26:25,065
he shoots every two minutes to seconds or whatever it is.

554
00:26:25,069 --> 00:26:27,499
So we look here. We go shoot, True?

555
00:26:27,499 --> 00:26:29,269
True. Go in there.

556
00:26:29,270 --> 00:26:32,720
And let's try to shoot him and make him angry.

557
00:26:32,719 --> 00:26:36,609
So he is at 50 percent health.

558
00:26:36,605 --> 00:26:39,765
So there is a problem with the animation.

559
00:26:39,769 --> 00:26:43,209
So the problem is in the boss walk in here,

560
00:26:43,204 --> 00:26:45,324
it's the shot counter.

561
00:26:45,320 --> 00:26:47,730
And when the shot counter

562
00:26:47,734 --> 00:26:51,214
gets set to less than or equal to 0,

563
00:26:51,214 --> 00:26:54,594
we then need to reset the shot counter to be

564
00:26:54,590 --> 00:26:58,400
equal to the shot time to time.

565
00:26:58,400 --> 00:26:59,660
Save that.

566
00:26:59,660 --> 00:27:02,960
And there we go. Everything should be working properly.

567
00:27:02,959 --> 00:27:06,619
Now. We then again run the game.

568
00:27:06,619 --> 00:27:09,799
Hopefully this will be the last mistake that we make.

569
00:27:09,800 --> 00:27:11,810
We shoot, there we go.

570
00:27:11,809 --> 00:27:13,309
We finished the shooting animation.

571
00:27:13,309 --> 00:27:14,449
We walk a little bit,

572
00:27:14,449 --> 00:27:16,729
and then we go back to shooting.

573
00:27:16,729 --> 00:27:18,529
And is it working?

574
00:27:18,530 --> 00:27:20,810
No, I don't think it's working properly.

575
00:27:20,809 --> 00:27:22,399
Something is wrong.

576
00:27:22,399 --> 00:27:24,529
Okay. Welcome back.

577
00:27:24,529 --> 00:27:28,209
So I wasn't sure what the problem was.

578
00:27:28,204 --> 00:27:31,224
It turns out the shot counter was very weird.

579
00:27:31,219 --> 00:27:35,029
So when we were resetting the shot counter in here,

580
00:27:35,030 --> 00:27:38,010
whenever we transitioned into the shoot,

581
00:27:38,014 --> 00:27:41,044
the problem was that it only counted down

582
00:27:41,044 --> 00:27:43,974
when we actually were in that state.

583
00:27:43,970 --> 00:27:46,100
So we only count down when we are

584
00:27:46,100 --> 00:27:48,860
on state update of the boss walk.

585
00:27:48,860 --> 00:27:50,720
So the better solution is to

586
00:27:50,720 --> 00:27:52,730
just move the shot counter reset,

587
00:27:52,729 --> 00:27:55,219
which is just setting the shot counter to shoot time.

588
00:27:55,219 --> 00:27:58,489
Nothing the on-state update but on the on-state exit.

589
00:27:58,490 --> 00:28:01,040
So now the shock counter gets reset

590
00:28:01,040 --> 00:28:04,090
every time we actually go into another state.

591
00:28:04,085 --> 00:28:06,835
So in here, when we run the game,

592
00:28:06,830 --> 00:28:09,680
you'll see that now the boss walks up,

593
00:28:09,679 --> 00:28:11,389
he shoots, you'll see the shot count.

594
00:28:11,390 --> 00:28:12,890
And in here, there you go.

595
00:28:12,890 --> 00:28:15,800
Five goes back to 0. So there we go.

596
00:28:15,800 --> 00:28:17,600
Now everything is working fine.

597
00:28:17,600 --> 00:28:19,390
Now we make him angry.

598
00:28:19,385 --> 00:28:22,005
Let's see the shooting if it works when we're angry.

599
00:28:22,009 --> 00:28:23,869
Yep, there we go. The shooting

600
00:28:23,869 --> 00:28:26,889
as much more prevalent, 123.

601
00:28:26,884 --> 00:28:29,304
And I think one of them is missing.

602
00:28:29,299 --> 00:28:32,749
We wanted to have in the animation several shots.

603
00:28:32,750 --> 00:28:34,310
This is the longest video and

604
00:28:34,310 --> 00:28:36,320
the entire course, I promise you.

605
00:28:36,320 --> 00:28:38,370
So angry attack.

606
00:28:38,374 --> 00:28:40,104
But do we have No,

607
00:28:40,099 --> 00:28:42,619
I mean, angry shooting, 1, 2, 3, 4.

608
00:28:42,620 --> 00:28:44,080
We have that we should afford.

609
00:28:44,075 --> 00:28:45,105
We didn't issue the fourth.

610
00:28:45,109 --> 00:28:48,249
I believe that's because of the exit time.

611
00:28:48,244 --> 00:28:52,294
97. Let's play let's play the entire thing.

612
00:28:52,294 --> 00:28:53,994
So one, save that,

613
00:28:53,990 --> 00:28:55,600
save that, run the game.

614
00:28:55,595 --> 00:28:57,565
Let's see how that looks.

615
00:28:57,560 --> 00:29:01,160
And I could have just done this all off screen,

616
00:29:01,159 --> 00:29:02,539
but I really wanted to show

617
00:29:02,539 --> 00:29:04,159
you how everything is working.

618
00:29:04,159 --> 00:29:07,549
So I hope that is good.

619
00:29:07,550 --> 00:29:09,170
So how many times it will be 2,

620
00:29:09,170 --> 00:29:11,480
1, 2, 3, 4,

621
00:29:11,480 --> 00:29:13,120
so four, even though we're walking,

622
00:29:13,115 --> 00:29:15,195
I think that's good. That's not bad.

623
00:29:15,199 --> 00:29:18,199
We can shoot on the last time as we are walking.

624
00:29:18,199 --> 00:29:19,599
This is good mechanics,

625
00:29:19,595 --> 00:29:21,415
are bosses finally finished

626
00:29:21,410 --> 00:29:24,280
after 40 minutes of recording.

627
00:29:24,275 --> 00:29:26,365
That's how long it takes me after the edit,

628
00:29:26,360 --> 00:29:28,370
maybe it will be a little bit less.

629
00:29:28,370 --> 00:29:30,710
So I'm going to commit

630
00:29:30,710 --> 00:29:32,930
all of the changes that we've made.

631
00:29:32,930 --> 00:29:40,230
I'm going to say finally, made the boss.

632
00:29:41,050 --> 00:29:47,510
Shoot after almost 100 mistakes.

633
00:29:47,510 --> 00:29:49,590
This is not something that you should write.

634
00:29:49,594 --> 00:29:51,834
This is for me to remember how much

635
00:29:51,830 --> 00:29:54,320
I actually made mistakes in this video.

636
00:29:54,319 --> 00:29:55,489
But in any case,

637
00:29:55,489 --> 00:29:56,559
I hope you enjoy it.

638
00:29:56,554 --> 00:29:59,214
I hope you appreciate the transparency and

639
00:29:59,210 --> 00:30:00,560
me showing you everything

640
00:30:00,559 --> 00:30:02,859
that's happening behind the scenes.

641
00:30:02,855 --> 00:30:04,795
If you haven't already, this

642
00:30:04,790 --> 00:30:06,170
is the perfect time to leave me

643
00:30:06,169 --> 00:30:07,819
a review and I'll see you in

644
00:30:07,820 --> 00:30:10,040
the next video in the last section.

645
00:30:10,040 --> 00:30:13,220
Maybe I don't know where we will be creating

646
00:30:13,220 --> 00:30:16,430
the actual level flow

647
00:30:16,429 --> 00:30:17,929
from one scene to the next now

648
00:30:17,930 --> 00:30:19,460
that we have everything in place.

649
00:30:19,459 --> 00:30:22,139
So I'll see you then.

