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Now, as the game gets more challenging as it goes on, and particularly above level 10, you're going
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to find that it gets really, really challenging and it's very difficult to survive.
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So we want a system whereby people can actually survive if they know what to do.
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And we're going to introduce a pumpkin into the scene that's spawns into the scene.
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If you shoot this pumpkin.
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You will then replenish your health.
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So it's kind of like a hidden bonus that's in the sea.
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So the first thing that we need to do is find a pumpkin on Prefill prefab mobile.
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And I quite like this one.
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All right.
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Looks pretty cool.
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So in the scene, I'm actually going to put this pumpkin maybe just in front of this tomb here.
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We face in the camera.
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See what that looks like for the simulator.
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You can barely see it, actually.
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Just so it stands out a little bit more, going to scale up this pumpkin a little bit.
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Double check, yeah, sat on the floor in the simulator, you could definitely see the pumpkin there
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and and I want to make sure that this is static.
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It doesn't have an animation, so remove that and is static so that it will get botched.
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And we can also add that to our ground as well as it gets added with everything else.
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So it appears right there at the bottom.
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And now we do need to add a box collider around it.
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So box collider.
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Yeah.
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Looks good to make sure that that is a trigger.
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It's not a physical box collider.
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And then we need to give it a new tag.
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So add a tag.
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Let's put a new one in.
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Let's call this pumpkin.
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Just click on that pumpkin.
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Give it the tug.
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OK, there we go.
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And and so now in our script, we can say that if we do actually shoot the pumpkin, health is going
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to go all the way back up to back up to full.
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So that's going to be in a shoot function where we've got if it transform compared to zombie, ghost
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bat, etc. We're going to say if it's not front or dot.
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Crumpet.
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Make sure it spelled exactly the same as what you've spelled it, pumpkin.
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And we're going to take our health.
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And spelt it wrong, Alspaugh, don't fill them out.
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And we're going to make that equal one, which is the full amount.
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So we're going to replenish the health and then we're simply going to destroy the hit.
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So hit game objet not not necessarily destroy, actually, it don't transform the game objects and dumps
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an active.
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So switch it off and then make that false.
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No, we use an appalling system.
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So instead of destroying and spawning in objects, we're just switching them on or off.
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OK, great.
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So that's when we shoot the pumpkin.
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Now we don't want the pumpkin to be on right at the beginning level, only switches on after a certain
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amount of time.
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So what we've got switching on enemies is that the new SLUTZ probably contain game object will simply
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call this pumpkin object.
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And then down in the switching, animes on enumerator at the bottom, he would go lower, the enemies
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were simply going to add a new porc, another three seconds control and see controlled movie.
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And then we're going to see a pumpkin object so seductive to trick.
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And let's save that.
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All right, there we go.
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And so now we're going to test this out, just make sure that it does work.
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So on our ground, we should have a new slot somewhere, and that's a pumpkin object.
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That's correct.
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That mobile pumpkin into the make sure that the mobile pumpkin is actually switched off to begin with.
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And let's just press play.
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So will align myself up with the pumpkin to begin with, maybe like the zombies attacked me.
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OK, notice that my health went right back up to what?
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Excellent.
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Yeah, and then the pumpkin is switched off again to begin with, and then it will switch on a certain
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time.
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So it's just just the way that you can actually survive for longer if you know what to do.
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And I'm not necessarily going to tell the players something that you can kind of figure out.
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It's almost like a hidden Easter egg.
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And that kind of makes it a bit more fun.
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Also want to make sure that I'm changing my enemy damage amount back to what it originally was.
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So make this public again.
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And the damage amounts to zero point zero five.
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OK.
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Excellent.
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So we pretty much got a working game there.
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And what we're going to do in the next video is just check out the performance.
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So we're going to go back to our profile to see how it's doing.
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And then just do a few final tweaks on that before we actually exporting it for both Android and iOS
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as well.
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