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These are the user uploaded subtitles that are being translated: 1 00:00:00,230 --> 00:00:05,150 This video will just be a very short lesson on how we can clean up the variables on the left side. 2 00:00:05,820 --> 00:00:06,810 For the health system. 3 00:00:06,810 --> 00:00:11,490 I already talked about how we don't want to create too many variables because things can get unorganized, 4 00:00:11,490 --> 00:00:14,880 and we created this nice component where you can put everything inside. 5 00:00:14,880 --> 00:00:20,310 But a lot of the things that we created now aren't really big enough to warrant having a component that 6 00:00:20,310 --> 00:00:23,040 makes sense, and it would actually complicate certain things. 7 00:00:23,040 --> 00:00:27,510 But there is another way in which we can make things more organized that is very simple. 8 00:00:27,510 --> 00:00:30,840 We can simply create categories here on the left side. 9 00:00:30,840 --> 00:00:35,460 So we have the shooting here for example is shooting and you can see category default. 10 00:00:35,460 --> 00:00:38,040 So here I can just write shooting. 11 00:00:38,640 --> 00:00:40,920 And it can create this new like header here. 12 00:00:40,920 --> 00:00:41,400 Right. 13 00:00:41,400 --> 00:00:43,710 So then we can also get the pseudonym. 14 00:00:43,710 --> 00:00:48,570 And here for the category I can just pick the shooting shot energy. 15 00:00:48,600 --> 00:00:49,980 Same pick the shooting. 16 00:00:49,980 --> 00:00:51,780 And now we can just collapse all of this. 17 00:00:51,780 --> 00:00:55,830 And this just easily makes things more organized without having to go through the trouble of making 18 00:00:55,830 --> 00:00:59,520 components for some things where it, quite frankly, wouldn't really make sense. 19 00:00:59,730 --> 00:01:01,230 Let's just continue doing this now. 20 00:01:01,230 --> 00:01:01,470 Right. 21 00:01:01,470 --> 00:01:03,450 So is there anything else for the shooting? 22 00:01:03,450 --> 00:01:06,690 Well, the shot energy, for example, is also shooting. 23 00:01:06,690 --> 00:01:07,170 Right. 24 00:01:07,170 --> 00:01:08,190 So we can do this. 25 00:01:08,190 --> 00:01:10,830 The charge time is also related to the shooting. 26 00:01:10,830 --> 00:01:14,220 So we can put this to shooting full charge time. 27 00:01:14,220 --> 00:01:18,390 The same put this into shooting was hit during charge. 28 00:01:18,390 --> 00:01:20,940 Well it is related to the charge of the shot. 29 00:01:20,940 --> 00:01:23,670 So yes this is also related to shooting. 30 00:01:23,790 --> 00:01:26,610 A projectile to energy is also related to shooting. 31 00:01:27,420 --> 00:01:28,530 Anything else. 32 00:01:28,530 --> 00:01:30,330 I don't think anything else. 33 00:01:30,330 --> 00:01:30,750 Right. 34 00:01:30,750 --> 00:01:32,040 So this is all the shooting stuff. 35 00:01:32,040 --> 00:01:33,000 Just collapse it. 36 00:01:33,000 --> 00:01:35,880 And it is so much easier to see what's going on here. 37 00:01:36,060 --> 00:01:38,430 Next we want to look at the overlap damage. 38 00:01:38,430 --> 00:01:44,130 And this is related to let's just say vitality as the vitality component. 39 00:01:44,130 --> 00:01:44,580 Right. 40 00:01:44,580 --> 00:01:49,170 So overlap damage invincibility duration is also vitality. 41 00:01:49,200 --> 00:01:51,870 The sprite flicker interval is related to the invincibility. 42 00:01:51,870 --> 00:01:53,220 So yes vitality. 43 00:01:53,250 --> 00:01:56,250 The flicker handle as well is related to this. 44 00:01:56,700 --> 00:01:59,580 Next we have the knockback power. 45 00:01:59,580 --> 00:02:03,090 So here we can just create a knockback. 46 00:02:04,000 --> 00:02:04,960 Category. 47 00:02:04,960 --> 00:02:07,210 Put the knockback power both in here. 48 00:02:08,150 --> 00:02:10,160 And what else do we have here? 49 00:02:10,430 --> 00:02:15,470 So the base lateral friction is something very basic I don't think we need a category for this is stunned 50 00:02:15,470 --> 00:02:16,190 and stunned duration. 51 00:02:16,190 --> 00:02:18,950 Well we can create a stun category here. 52 00:02:19,100 --> 00:02:22,520 Stun and put the stunned and the stun duration in here. 53 00:02:22,910 --> 00:02:24,050 Stun right. 54 00:02:24,050 --> 00:02:25,520 So now we cleaned all of this up. 55 00:02:25,520 --> 00:02:28,850 It's going to make it a lot easier to work with this. 56 00:02:28,850 --> 00:02:31,520 And we can do the same thing for functions actually. 57 00:02:31,520 --> 00:02:34,190 So here for not just the variables but for the functions. 58 00:02:34,190 --> 00:02:37,730 We can also go to let's say restore shot energy. 59 00:02:37,880 --> 00:02:39,320 And here we also have category. 60 00:02:39,320 --> 00:02:44,780 We can actually use the same categories which we created for the variables and can just reuse them here. 61 00:02:44,780 --> 00:02:46,550 So restore shot energy is shooting. 62 00:02:46,550 --> 00:02:50,840 Sprite flicker is a vitality update. 63 00:02:50,840 --> 00:02:54,620 Rotation is just general spawn projectile again is shooting. 64 00:02:55,470 --> 00:02:58,830 And try charged shot is also shooting right. 65 00:02:58,830 --> 00:03:01,470 And again now we just cleaned all of this up a little bit. 66 00:03:01,470 --> 00:03:05,370 And if we're inside of here right we can still just look for a try shot. 67 00:03:05,490 --> 00:03:06,510 Wait, what is it called? 68 00:03:07,530 --> 00:03:09,390 Restore short energy, for example. 69 00:03:09,390 --> 00:03:09,540 Right? 70 00:03:09,540 --> 00:03:11,790 We can just call our functions the same way. 71 00:03:11,790 --> 00:03:13,770 The category here doesn't have anything to do with this. 72 00:03:13,770 --> 00:03:18,630 This is just for organization, and this is just a good habit to build, to organize your blueprints 73 00:03:18,630 --> 00:03:22,080 over time, because otherwise it will become quite unruly. 74 00:03:22,620 --> 00:03:25,710 In the next video, we're going to make the charge flash material. 6344

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