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1
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In my profile, doing pretty good.
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All right, so CPI's still really good rendering.
3
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Only got 17 draw calls, nine plus calls at the moment.
4
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OK, so and performance wise, everything is still really, really good.
5
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And now is not much of a game because we've only got three characters and all we have to do is just
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shoot them once and they barely even move.
7
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OK, so we definitely don't want that.
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What we want effectively is the appearance of lots and lots of characters, but without actually overloading
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your system with lots and lots of characters.
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So we're going to create a spawning system, but we're going to do so using an appalling system, which
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is effectively just switching characters on and off.
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And now, in a moment, I'm going to focus on the zombie character without the other characters.
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But before I do so, I've noticed a bit of a timing issue.
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The bat death looks good.
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Ghost death is too long, and the zombie death is a bit too long.
16
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He starts to slide a little bit.
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So in my script, the first one to do is I need a new wait.
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Four seconds for ghost.
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So wait four seconds and I'll call it
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oops, ghost.
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Death time equals new.
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Wait for seconds.
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And you can have this one pretty sure till about zero point three whenever you add these decimals.
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And OfflOW always put an F. after it to let I know that it is a decimal float value.
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OK.
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Otherwise it considers it some kind of a money.
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It is a float, but it just expects the earth so that it understands exactly what it is.
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Zombie time is a little bit too long.
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So when they make this about one point five.
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Okay.
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And the death time is very good.
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So I'm going to go down here to ghost time.
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And I just want to double check these again to make sure that those timings know a lot more effective.
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Uh, I'm going to go back to game and just switch off my audio the moment.
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Let's take a look.
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So, yeah, I shoot the bat.
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All right, that's good.
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Shoot the ghost.
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Yeah, could be a little bit quicker than some be much more effective.
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All right.
41
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Excellent.
42
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So just go just a little bit faster.
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So by zero point two, just leave it at that.
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OK.
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So as I say, it wouldn't be much of a game unless you get lots and lots of enemies.
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So I'm going to focus on the zombie character to begin with.
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So I'm just going to take these two characters and switch them off.
48
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And what they want is a second zombie character clicking on this one.
49
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I'm going to do a control and to duplicate.
50
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And let's just move this one maybe over this side.
51
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Just get him to kind of look at the player.
52
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All right, now, got to zombies now when we switch them off, we need to tell them where to reappear.
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So we need some kind of a spawn spot.
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So I'm going to create a few of these.
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The current spawn spot just to spawn point.
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So game object, 3D object, just a cube to begin with so I can visualize it.
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Yep, I think that's fine.
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And I'll call this spawn point one.
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And duplicate that control day and might have another spawn point over here.
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So this would be spawn point to.
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Controlling day of another one.
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Let's put it further up here.
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Spawn point three.
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Control and.
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It's not one over here.
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Spawn point four.
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OK.
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And now I definitely don't need to.
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In fact, let me just double check that last spawn point one to three.
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I can't see that last one.
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It's out of screen.
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So, Julie, I'll just bring that in a bit.
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Just put my simulator over on this side and a little bit.
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There it is.
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OK, good.
76
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Going to put it up there.
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The reason why I don't want Tubruq to spawning off screen so that I don't actually see them, although
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I can move my screen over, I don't want them to be spawning too far away.
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Actually, I'm just going to bring this down a bit and it kind of spawns over here.
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And this one's good.
81
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This one's probably too close, actually.
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So I might have this one kind of spill and even further back, all the way over here gives you time
83
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to actually react then.
84
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Yeah, OK.
85
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I think that's fine.
86
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Now, obviously, I don't want to see these spawn points, they only exist as transforms.
87
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So I'm just going to take all four of them.
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Right click remove box collider, right click removed and actually render it.
89
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Don't even need a mesh filter.
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My click remove.
91
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But all I'm interested in is their positions.
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OK, so that's fine.
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It's now in the script.
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I need to assign these at the beginning.
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So let me leave myself a message spawn points.
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So first, what do we need?
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We need it public integer.
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I'm simply going to call some BS on screen now at the moment.
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I have to two zombies.
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OK.
101
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And then I need a doctor.
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He doesn't need to be public.
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This can be a private type game object.
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Nicole last destroyed zombie.
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This is a place where the actual zombie character can be stored and accessed in the script.
106
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And then finally, I need the public health to transform called spawn points.
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What?
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And obviously we got four of these control and C and B, control the control and fee.
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Let's change the numbers on these some two, three and four.
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So let's just make sure that we assign these to begin with.
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Otherwise, I will undoubtedly forget.
112
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So on the ground, you simply need to assign these spawn points.
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And the spawn points are not going to move so they can actually be set to static.
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OK, since they're not going to move, they don't have any rendering elements anyway, they're only
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transforms.
116
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OK, so what we need to do now in the well, actually, I think we need some more elements.
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We need the character to look at the player.
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So we need access to our actual player.
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I think actually I do like do I not have player already?
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Target exclude.
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No, I don't have the player on the here, so public health type transform old player.
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Then we now have a private integer.
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Number.
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I'm simply going to call spot the equal one to begin with.
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This is going to iterate through if it's one, two, three or four.
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It will line up with spawn point one, two, three or four.
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Then a private transform this just so that I can store the value of the next available slot.
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OK.
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And then finally, a new wait for seconds.
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When the call.
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I'm going to call it schwarm time.
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OK, equals a new wait for seconds, lasts exactly one second.
133
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So now in the start, when they want to do is call a new function, I'll call it simply time countdown.
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We'll be using this later.
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The time countdown will add a timer.
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From here, we can also call a lot of other functions.
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Don't need to run in the update.
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The update call is called once per frame.
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So if you run in 60 frames per second, it would be called 60 times a second, whereas a custom function,
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you can get that to run.
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Let's say once a second if you want.
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And that's what we're going to do.
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So I want my own function now called time count now.
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So that's going to be a void time countdown.
145
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And from here, I can now start a new Kurichi, I will call time delay.
146
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So as it come down to my cortines, I'll do this one slightly above this.
147
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No, actually, I'll do it below these deaths.
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I numerators.
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So I enumerator full time delay.
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I'm going to run my yield return and it's going to be sporn time.
151
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OK, so in the words us once per second.
152
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So what is it like to start coroutine?
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Why is it?
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The names start, Curtin doesn't exist.
155
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Why not?
156
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Oh, yeah, spelt it wrong, of course.
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Yeah, and.
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Basically, on the on the start, we're running this function and then the function is going to loop
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again and again, so it's basically going to run this coroutine, it's going to force it to only run
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every once per second.
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All right.
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Which is optimized for mobile.
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Not everything has to run every frame.
164
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OK, so inside of our time delay, we're going to say, and time countdown, that's going to force it
165
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back to that custom function that we have.
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And so it's going to be on a constant loop.
167
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It's going to run over every second.
168
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And then we're going to do check for animes, another custom function that we're going to write in the
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second.
170
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So I'm just wondering where to put this, I might put it just below shoot so void.
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Check for Miss.
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OK.
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And whenever we shoot a zombie, we have zombies on screen.
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We want the minus that number.
175
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OK, so if we get a zombie, we're simply going to say as some BS on screen, minus, minus.
176
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So we know we've killed a zombie.
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So then in the check for enemies, you can actually check that.
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So we can say if zombies on screen.
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Less than two in this case, then we can do something.
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OK, so in this case, we're going to do another function within this cold check spots so that we can
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find what what is the next available sporn spot.
182
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Let's do that first before we do anything else.
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We'd check sports.
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OK, and the checks box is simply going to say if a spot is equal to one and next available slot.
185
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Is going to equal spawn spot one or spawn point one and copy this control and see control and B, control
186
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and the and once again, control and vs.
187
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Now I'm in the same spot is equal to two.
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Then it's going to equal spawn point to equal to three, then it's going to equal three.
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And if it's four, it's going to equal spawn point four.
190
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So notice we're just using this one variable of next available slot, but we keep changing its position
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based on whatever this spot is reading.
192
00:14:39,180 --> 00:14:40,980
It's now back up to our check for Randomise.
193
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I'm going to say, if last destroyed ZOMBI is not equal.
194
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All right, so it's two equals.
195
00:14:52,920 --> 00:14:54,600
It means is equal to a value.
196
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If it's exclamation mark, which is a not equal, it's checking if it isn't equal to no.
197
00:15:02,040 --> 00:15:04,920
That's effectively saying as long as that slope is not empty.
198
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So it's actually filled with some kind of zombie.
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If that's the case, then we're going to say last destroyed zombie dot transform dot position is equal
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to the next available slot dot.
201
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Position so it moves that zombie into that place, and then we have to iterate through the spots now,
202
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so we're going to say if spot is less than for just space there, and we're simply going to increase
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the spot amount, we're going to increment it.
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OK.
205
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OK.
206
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However, if spot is equal to four.
207
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So we've reached the limit.
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We're going to return back to the first one to get spot equals one.
209
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All right.
210
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So it's an endless loop that keeps going around.
211
00:16:06,760 --> 00:16:10,900
And then we're going to get our last destroyed zombie to actually face up player.
212
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So last destroyed zombie darts transformed.
213
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Don't look at what is it going to look at.
214
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It's going to look at the player.
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Notice only runs once or only runs on one frame.
216
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Be careful not to use your look at over multiple frames, you know, otherwise your your any animations
217
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are really weird.
218
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We only need it to look at the play once.
219
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And then finally, we just need to switch it up.
220
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OK, so lost, destroyed zombie darts set active to true.
221
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And it will basically reappear again.
222
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And then finally, when we come up to where we're shooting the zombie, we have to basically set our
223
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zombie to the last destroyed zombie.
224
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So we're going to say last destroyed zombie equals hit dart transform.
225
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Dart game object.
226
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Whichever zombie would just hit basically it up, that will then get passed into that last destroyed
227
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zombie slot.
228
00:17:28,950 --> 00:17:36,000
And then when we're checking the zombies, as soon as we spawned a zombie back then, we simply need
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to say zombies on screen.
230
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Plus plus, we send it back to two, otherwise we're going to get an endless loop of zombies and.
231
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So let's save this and see what happens at the moment.
232
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So on the ground, just check for any missing.
233
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Yep, got on that player.
234
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I'll use main camera that's flying into the play slot.
235
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So let's just check this now.
236
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So try it in this character, so he goes down.
237
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OK.
238
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He appeared in the back there, something happened.
239
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Oh, is there as well.
240
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And now what's happening is because of the delay and it is working, but obviously, because I've delayed
241
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the destruction of the zombie by two seconds, it's actually spawning instantly and then basically killing
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it at the new position.
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OK, so I need to make sure that my zombies on screen minus minus is not happening here.
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If I just take this out, control X quote, I'm actually going to do it in the zombie death, OK?
245
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As soon as it's switched the zombie off, then I can do that.
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Control the movie.
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Safe.
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Let's check it now.
249
00:19:16,510 --> 00:19:17,790
So let's try it again.
250
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Kill this guy.
251
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Then he appears OK there.
252
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Kill this guy.
253
00:19:26,220 --> 00:19:29,040
Is there try and kill that guy.
254
00:19:30,450 --> 00:19:34,620
He appears over there in the top, the top left.
255
00:19:35,400 --> 00:19:39,270
Kill this guy and he is there in the top right.
256
00:19:39,300 --> 00:19:42,060
OK, so it's basically switching them on and off.
257
00:19:42,360 --> 00:19:44,160
But at the moment, they're not targeting me.
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They're not walking towards me.
259
00:19:45,930 --> 00:19:47,020
So we need to fix that.
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00:19:48,330 --> 00:19:55,200
Now, in the anime move, if it's a zombie, we're running this move to this start function only gets
261
00:19:55,200 --> 00:19:59,730
called right at the beginning of the game when when the zombies first switched on.
262
00:20:00,300 --> 00:20:02,800
We need to call this from another script.
263
00:20:02,850 --> 00:20:05,780
So to do that, we're simply going to make this void public.
264
00:20:06,420 --> 00:20:08,670
So it's available, all the scripts.
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00:20:09,330 --> 00:20:09,840
So.
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00:20:16,100 --> 00:20:24,920
Now that we have access to this, we can then call it OK, so and as soon as we spawn one of these creatures
267
00:20:25,250 --> 00:20:34,940
last destroyed somebody selected to true and we're simply going to say blast destroyed zombie darts,
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transform dart game object.
269
00:20:41,550 --> 00:20:42,880
But I don't think I need that.
270
00:20:43,070 --> 00:20:44,960
It is it is a game object, isn't it?
271
00:20:44,970 --> 00:20:47,670
So don't get components.
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00:20:48,570 --> 00:20:52,410
And the component I want is basically the script, the enemy move.
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00:20:52,980 --> 00:20:58,320
So I'm going to type and then we move this recognizes it now open and close brackets.
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00:20:58,320 --> 00:21:02,340
And then from there, I can press and call any of the functions.
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And I simply called it move two.
276
00:21:05,130 --> 00:21:07,830
So let's call that move to.
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00:21:10,230 --> 00:21:12,630
Yeah, we go and then semicolon on the end.
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00:21:13,050 --> 00:21:16,560
So we're effectively calling that function.
279
00:21:16,960 --> 00:21:20,340
So in the end, agent destination to the player target top position.
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Say that.
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00:21:29,150 --> 00:21:31,250
And now I can test this out.
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00:21:32,510 --> 00:21:35,390
So I think this time I'll shoot the zombie on the left.
283
00:21:38,500 --> 00:21:40,180
Shoot the zombie on the right.
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00:21:42,200 --> 00:21:45,110
Now notice that the zombies are now walking toward me again.
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00:21:46,130 --> 00:21:46,490
Good.
286
00:21:47,670 --> 00:21:52,280
Should this some be this one I missed?
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00:21:56,300 --> 00:21:58,280
And that guy's got to be on the tombstone.
288
00:22:01,500 --> 00:22:02,550
OK, good.
289
00:22:02,700 --> 00:22:05,700
We've got an endless wave of zombies or at least two zombies.
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So obviously we're going to put more zombies in a little bit later.
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We know that we've got a system that now works great.
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00:22:13,450 --> 00:22:17,520
And in the next video, we're going to do the same for the bats and the ghosts.
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00:22:17,850 --> 00:22:23,400
However, if you want to give that a go yourself, by all means, give it give it a go if you like.
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But I'm going to show you how that works in the next video.
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