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This video will just be a very short lesson on how we can clean up the variables on the left side.
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For the health system.
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I already talked about how we don't want to create too many variables because things can get unorganized,
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and we created this nice component where you can put everything inside.
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But a lot of the things that we created now aren't really big enough to warrant having a component that
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makes sense, and it would actually complicate certain things.
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But there is another way in which we can make things more organized that is very simple.
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We can simply create categories here on the left side.
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So we have the shooting here for example is shooting and you can see category default.
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So here I can just write shooting.
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And it can create this new like header here.
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Right.
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So then we can also get the pseudonym.
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And here for the category I can just pick the shooting shot energy.
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Same pick the shooting.
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And now we can just collapse all of this.
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And this just easily makes things more organized without having to go through the trouble of making
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components for some things where it, quite frankly, wouldn't really make sense.
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Let's just continue doing this now.
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Right.
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So is there anything else for the shooting?
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Well, the shot energy, for example, is also shooting.
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Right.
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So we can do this.
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The charge time is also related to the shooting.
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So we can put this to shooting full charge time.
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The same put this into shooting was hit during charge.
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Well it is related to the charge of the shot.
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So yes this is also related to shooting.
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A projectile to energy is also related to shooting.
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Anything else.
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I don't think anything else.
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Right.
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So this is all the shooting stuff.
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Just collapse it.
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And it is so much easier to see what's going on here.
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Next we want to look at the overlap damage.
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And this is related to let's just say vitality as the vitality component.
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Right.
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So overlap damage invincibility duration is also vitality.
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The sprite flicker interval is related to the invincibility.
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So yes vitality.
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The flicker handle as well is related to this.
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Next we have the knockback power.
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So here we can just create a knockback.
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Category.
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Put the knockback power both in here.
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And what else do we have here?
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So the base lateral friction is something very basic I don't think we need a category for this is stunned
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and stunned duration.
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Well we can create a stun category here.
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Stun and put the stunned and the stun duration in here.
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Stun right.
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So now we cleaned all of this up.
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It's going to make it a lot easier to work with this.
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And we can do the same thing for functions actually.
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So here for not just the variables but for the functions.
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We can also go to let's say restore shot energy.
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And here we also have category.
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We can actually use the same categories which we created for the variables and can just reuse them here.
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So restore shot energy is shooting.
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Sprite flicker is a vitality update.
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Rotation is just general spawn projectile again is shooting.
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And try charged shot is also shooting right.
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And again now we just cleaned all of this up a little bit.
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And if we're inside of here right we can still just look for a try shot.
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Wait, what is it called?
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Restore short energy, for example.
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Right?
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We can just call our functions the same way.
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The category here doesn't have anything to do with this.
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This is just for organization, and this is just a good habit to build, to organize your blueprints
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over time, because otherwise it will become quite unruly.
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In the next video, we're going to make the charge flash material.
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