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