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Welcome back, My favorite game developers.

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In this video, we've just created

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a couple of new levels for all random level generation.

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So first of all, we've created the spikes level.

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If the scale is where we have a couple of skeletons,

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the shop where we have just one enemy

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guarding the new weapon,

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where we kill the enemy and pick up a new weapon,

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the health with health back that

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gives us a 120.5 cowardly level.

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Everybody is a coward year.

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And the boss level, and that's it.

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That's all that you need to do.

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That's all that we've done.

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

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Okay, so welcome to

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a brand new section into advanced C sharp.

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So the first video is all about creating multiple rooms.

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So we already have level 1,

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level 2, level 3,

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the sharp level, and

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the title screen with the victory screen.

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The next thing that we need to do is we need

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to create a couple of more rooms.

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I'm going to do that separately

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because I don't want to waste your time too much.

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So what I'm going to do is issue you

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a challenge to create multiple rooms.

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So first of all, we want to have

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multiple rooms to go through.

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It's similar to the way we will have the hades game.

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So we have multiple rooms.

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We have the option to go through two doors in

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every single room after we

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finish killing of all the enemies.

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That's exactly what we want to do and our game also.

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So these are some of the rooms that you'll have.

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You'll need to have a sharp room,

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the health room where you just come in

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and pick up as much as you want.

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The spike Rome. So a room that is full of spikes,

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there isn't any enemies.

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You can have enemies if you want,

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but it's full of spikes.

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You need to go through that without dying.

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A boss room obviously,

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and three more rooms of various shapes.

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So in total 1, 2, 3,

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4, and 56, 7.

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So almost seven rooms to pick through.

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And it's important to have these because we will have

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multiple options on two different exit doors and so on.

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Obviously the title screen and

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the victory screen are not part of the game.

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So that will be left for something else.

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And you'll need to add,

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make sure you add.

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And this would be, and make sure you add

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the rules to the build index, obviously.

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And I'll give you a small hint.

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You can simply duplicate the level

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and change a couple of things around so

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you don't need to actually go through the process

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of creating a new scene, adding grid,

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doing all those things can

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just simply select one of the levels,

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duplicated, set everything up,

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and before I go, there is

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something that we need to take care of.

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And that is that in the UI canvas

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we have the bosses health always present.

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We don't want that to happen.

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So we can either make

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this the boss room and then duplicated

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and create other levels from it.

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And other UI Canvases won't have the boss held.

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Or if you want a smartest thing to

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do is in here in the UI Manager,

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we can get a reference to the bus health,

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and then we can turn it on and off based on whether

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we can find a boss and the area that we're fighting.

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And so what all of that information.

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Let me take you back to the challenge.

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Pause the video right now and go create

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a couple of rooms for the upcoming videos.

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I'll see you in just a bit 0 case.

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So how was that?

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Let me show you what I've created.

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So I've created first of all,

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the boss scene where you find a boss.

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Everything is the same.

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I kept the doors are the portals.

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I what I did though do is have the portals right here in

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the room separate than

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12 portals to be just around the hierarchy.

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I put them inside of

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the portals object inside of the rooms.

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One other thing that I did is in

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the admin, close those down.

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This one down in the UI Manager, right here.

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In the UI Manager, I got a reference

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to the boss menu and I made sure

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to turn it either on or keep it as

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off if we cannot find the boss controller.

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So this is just for T bar of the balls.

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What else do we do, the cowardly?

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Not this one is the weight.

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Also why my mistake.

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So this one should be the cowardly I,

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so this is where we have all of these currently eyes.

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Remember, these are the ones that run

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away and this one will be

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the health room. Wrong.

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There we go.

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And this health room has a halfback and

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this Outback restores 120 health.

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So basically it just restores all your health.

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And you can notice right here that I still have an enemy,

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even in the shop room,

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which shouldn't have an enemy. But it does.

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I put it in there because the doors

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don't open unless we kill an enemy.

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And I know this is a bit cumbersome.

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Maybe we should add a couple of more.

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Maybe, let's say an extra line

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of code to make sure that we don't

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always have to kill the enemies. To open the doors.

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We can just open the doors on a known, you know what?

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I didn't want to go through that

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because it's fairly simple,

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but at the same time time consuming.

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So I just thought let's just keep it at that.

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We just add an enemy we gathered as we

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go through the rooms and we continue on.

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Then I created the spikes room

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for some reason it's not the spikes room.

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We have the skeletons.

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Where is the spikes from?

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So the new weapons. So okay.

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So the new weapon is in

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the skeleton with the spikes

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for some reason. I don't know why.

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Let me rename spikes

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WAS just so we don't have the same name.

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So spikes and I'm going to remove

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the weapons just and in these spikes.

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Yes, save this one and the spikes room.

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I'll just keep these as the and this one.

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What does this one have?

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Oh wait, also this is the spikes,

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this one as the skeletons and this one.

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So this one doesn't have anything.

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I'm going to delete all the enemies in here.

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Just keep one just keep one of them to protect,

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let's say the chest.

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If I go into the Prefabs pickups, where is it?

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Level objects. Okay, so there we go.

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This is the chest.

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And then we, once we come this enemy,

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we can open the chest,

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get the weapon, and then get out of there.

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So now what else do we do?

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And this skeletons,

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skeletons, spikes, spikes.

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These are the Kelly's yes.

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Rename that steles.

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And then this one is the new weapon room.

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New weapons.

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Just new weapons.

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Hit Enter.

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Yep, there we go.

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So as you can see, we have a couple of levels.

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Obviously, we need to go into the where is it,

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the editable settings, and there we go.

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So new weapons, spikes.

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Let's add the boss level,

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the coward's eyes, the health level.

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The new weapon is already there.

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The shop level,

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these gullies and the spikes are already here.

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So as you can see, we have now how many are they?

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Okay, So six levels, 1234567.

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So seven levels, one title screen and one victory screen.

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And that is what we are going to be

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accessing in the next couple of videos,

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trying to see how everything works.

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I hope you enjoyed commit your changes and I'll

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see you in the next one.

