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OK, so we've sorted our main menu.
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And if you want to give your game kind of a title like a name or something, feel free just to put a
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bit extra text on there if you want.
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But this is what you will see when you first start your game.
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So I'm going to go back to the my scenes folder.
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And load the main scene again.
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OK, and then in a script, so main script, we want to take a look at our game over.
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We have got a public function or custom shop function called check for Gameover.
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If health board fill amount is less than or equal to zero, or instead of doing a book, we now can
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call the actual scene.
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So we're going to return to menu.
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So we're simply going to say, first of all, we're going to make sure that our bullets of totally gun
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bullet count equals zero.
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The reason why we're going to do that so that we can no longer fire because your buttons will still
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work, even though you're about to go into the main back to the main menu.
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If it's zero, it'll stop you from firing.
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We're also going to display bullets.
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Just so that they disappear off the screen and then we're going to create a new game object that's called
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Game Over.
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Seductive, too.
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True.
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It's not checked for game over, it's just game over and it's lowercase G.
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But I haven't created that yet, so we'll do.
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And then we're simply going to pause time here at this point.
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So we're going to say time the time scale equals zero.
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OK, so let's sort out this game over.
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Love a long time reloading played down Mitchell's ball.
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OK, we'll have to put it right here on the bottom so we myself, another comment
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game over public.
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OK, so game object called in over.
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There we go.
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OK.
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And so now we can create a little bit of a display on the screen that shows you when it's game over.
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So on that canvas, I want to do on to right click, choose UI and a new panel.
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This creates this entire screen.
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And click on the color of the panel and perhaps make this like dark gray, drag the alpha and pretty
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much drag this.
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So this.
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You can slightly see below it.
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But we're increasing the font.
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No, actually, I'm going to increase my offer all the way to 255.
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The reason why mobile devices don't particularly like things that are very low alpheus when they're
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transparent like that, the rendering can basically took your phone.
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And the graphics elements in mobile phones really don't like transparent objects.
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And now I want to make this smaller in terms of scale.
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So on the X, I'll make this zero point three.
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And on the Y, about zero point six.
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OK, so that shows game over.
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And it's not a rakas target.
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It's not something we need to click on.
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Call this game over panel.
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And then right click UI and send text and make this text white, make choices below the Game Over panel.
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Otherwise, the panel will obscure the text and the move to make the font size sixty five.
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Wait till I can see it.
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Sixty five might be too much.
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Let me try.
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Forty five.
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Mean my height.
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Go.
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Now, the reason why it looks kind of weird on the screen is because it's sitting inside of the panel
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and it's taken on the panels, unusual scale.
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Okay.
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I guess the reason why it looks weird, if I were to drag the text out, it would then become absolutely
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huge.
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Oops.
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All right.
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Text, if I make the text one by one, we go.
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You text, OK, and if I call this game over.
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Maybe with an exclamation mark, you know, make sure this is centered and then I'm going to move this
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down and drag the text over the game over time.
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There we go.
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Notice that the scale changes this unusual number, but that's fine.
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That's OK.
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Gameover.
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And then we actually want to display what level they achieved.
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Well, actually, we can see the level at the top of the screen.
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It's not necessary.
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And so that's just text.
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That's fine.
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We now need a new button.
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So right click on the canvas UI and button.
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I want you to rack this.
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Maybe believe it there, actually.
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And let's call this return to menu, all capitals turned to menu.
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I'm just going to make that button just a little bit bigger.
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So in terms of height, let's just make this like this in terms of the width and the normal color.
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I'll make this like an orange button highlighted color.
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I'll leave it white.
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OK, so it's just orange to begin with.
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And the text maybe make this pure black.
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OK, so it shows up nicely.
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Great.
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OK.
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So the Gameover panel will only switch on if it is game over.
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OK, so by default, we're going to switch that off.
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That will switch off all sub elements as well.
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Now my book needs to actually sit on the game of a panel.
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It's going to be switched on all the time.
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There we go.
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All right, that's good.
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And so now in my script, I need to write the code that we can attach to that bottom.
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So let's just maybe just put it below the display bullets or above the display bullets, rather, public
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and void.
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Now call it back to menu.
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OK, simply whenever you click on the button is can access the scene manager, don't Lozzi move in to
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reload?
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Level zero is the only.
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And you see.
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Safe that.
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And now we do have to change this one the time countdown, because when we load the pool level at the
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moment is going to be turned to the main menu.
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We actually want it to load level one now.
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That's the main game.
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OK, so.
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Let's go to our ground and we can see that we need a game of objects like that in there, and then on
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game of a panel on that button, which is going to click, plus the drug in the ground object, find
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the main.
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And then we need the back to menu.
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Here we go.
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All right.
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All sorted.
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And so what I'm going to do for this is make sure that my level time limit is 30.
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I'm just going to allow these characters to actually kill me.
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So the mute the audio.
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So you don't hear that on the simulator.
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And just press play and wait for them to actually kill me.
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So I'm waiting for this health bar to get down to zero.
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I'd be interested to see if I can actually survive level one without actually firing any bullets.
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I suspect I might be able to actually.
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Notice how slow those spots are.
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Yeah.
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Look, Chief, now I'm on level two.
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Might even be able to survive this one.
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Actually, she's interesting.
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And each time you level up, your health also goes up as well.
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So it returns back to where it was.
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Let's find out what's going to be close.
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I think I'm going to level up.
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Yeah, level of pursuit, OK.
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Until level three now.
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So everything should be moving a little bit faster.
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They should be at a level where they kill off the character.
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So you don't want to make it too difficult to begin with.
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You know, the players to feel like, you know, they're actually achieving something, that's when
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they enjoy it.
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Oh, OK.
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Level of chase, I hope to level four without even firing a shot.
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She's really interesting.
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Wow.
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Oh, it's a game over paused and went straight up to level five, that's interesting.
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So we've got a bit of a conflict there.
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So so to be able to fix that, if we go down to where we have checked for game over, you can say if
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health bar the full amount is less than or equal to zero.
154
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And and so a second condition must be true as well.
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And that is going to be a level current time is greater than two.
156
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So in other words, this level up so the active is not switched on.
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OK, level current time is greater than two.
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All right.
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So it's not displaying you what you have achieved the next level.
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If, for example, they've actually killed you and you've still got two seconds left, you'll actually
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automatically level up.
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So it just makes the game a little bit easier.
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OK, so and let me just temporarily change the damage amount if I can find that player damage.
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And we go damage amount.
165
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And just for testing purposes.
166
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So I'll keep my original amount by coming in and out and I'll make this equal to about zero point five.
167
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So we can easily test that.
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Safe?
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Oh, actually, I've made that public, Ammonite.
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Well, temporarily, I'll make that private so that the new amount overwrites the old amount just for
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testing purposes.
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And let's give this a go.
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Notice that the bats are barely even moving at the moment, so makes them extremely easy to hit.
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Same with the ghosts.
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So level one is extremely easy, it's mostly just the zombies moving.
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There we go and return to Main Menu, click on that and there we go.
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OK, excellent.
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