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What's continue work on our death component so that we can
Use it to show when the rat dies
What's going to open up for desk components
And
In here let's go ahead and add a script to it
What's export
A variable
Cold health component
And it's going to be of type node
And then in our ready message
Let's do a health component
Died
Dartconnect
On died
And then let's write that method as well
Funk on
What's Right pass in here for now
So it's like that animationplayer and we actually got to go to work default animation here and we're going to uncheck
AutoPlay on load
Because we don't want this to happen so what is centrally we're gonna do
Is we are going to win
The
Health component in with the Dead signal
We're going to do
Show me the colours my enemies
Take this debt company
Subtitled by online-courses.club We compress knowledge for you!
We're going to remove it
From
The scene tree and we're gonna put it back in the same tree somewhere else probably on the end
So we're going to say
Get parent
Start removechild
Self
So that's going to do is asking a good parent and it's going to say remove mice
First before we do that we won't get a reference
Two of the same tree so I'm going to save our tree
Is equal to
Treat
Calories in you have to do this because once you've removed yourself
From the same tree
You will not be able to call get tree anymore because it's not in the tree
So if we get a reference to the tree before we remove ourselves from the tree
Then we'll still be able to do operate
Install the tree
And then we're going to say
Get the parent and then remove the child which is our self
And then we get there so the layer the entities later so
Let's go back to our main real quick and then let's click on his Anthony's Leigh
And go to the note app
Add two groups from there and we can see that
The entities is a member of the entities
So in our gas component on died
Let's save our entities is equal to
Tree
Get first node in group entities
Leia
Just like so
Everyone into we could actually move this line up with alt and Andy up arrow
And then we don't need this variable any
So we're going to remove that
And then again
The little B
So grabbing a reference
Anthonys way
Removing yourself in the mirror entities
Start and Child
And self is just a reference to the current
The Script
Ok
And then we need a play the animation player so we're going to
After that
2 dollar sign animation player dot
Play
D4
So we play the diff
Animation
Election be all the way in
Now there is the issue of setting the
Texture
Appropriate for
The enemy
In the GPU particles 2D
Until the way that we can handle that is let's go ahead and export
Another very lot of time
Call
Spray
And we're going to set that
Type of spray
2D animal is on the ready method what we're going to do is
Create a reference to that GPU particles 2D
Set the texture property equal to
Sprouts
So essentially just going to grab the texture from the
And save
Our text her for the
Portugal
That's sure as long as we supply the sprite
That should
Keep it in sync with the enemy Vision
Let's go to our basic enemy seems or control shift out open up the basic enemy
And we need to go to the 2D
You just so we can see what's going on
Enclose the animation tab if you want at the bottom
When I Institute a child scene
Under the basic anime
The death component
I'm going to put this death component
Basically just above the heart box component here
And then we need to drag in our health component
And then we need a dragon H Sprite as
Ok
So if all went well we should start seeing in animation
Play so that particle animation play
When a
Rat
Ok so we're not saying anything and the reason is because
We're not setting the position
Of this death camp
So let's go back to the death component
And open up that's
And we need to set
The global position
Equal to
The
Rats global
So
In the on died before we do anything
In terms of the tree manipulation
We want to get the Owners Club will position
So essentially we're going to save our
Spawn position
Is he good to
Moana
Global position
And again we are making some assumptions here
Branston's that we have an owner and that the owner is allowed to die
We could do some defensive programming here if we wanted so we could say if owner is he got to know
Or
Not
Moana
Is
No today
Then we'll just return
And not do any
Ok so that's a few check out the way
Respond position is equal to the owner global position
Ok and then
After we
Add a child
Back
So average ourselves back to the Ender Slayer
We're going to say
Global underscore
Is equal to spawn position
And then we can play that enemy
So let's run and see now if we're going to see that
And there go
She now then
The rats are flying up into the air
When they die
Nrv
Comedic
Fashion
And that's looking really good I can I'm really happy without it turned out
And the beauty of this is that this is generic so that we can use this
Hello everyone
So that's working as intended now
Let's make a couple of
To the particle itself so in the death component open at the GP Partick
Let's change the lifetime 2.5
And I'm going to go to gym
And whatever testing you can turn off
One shot here
And turn on in middle
So we can see what's happening
So I want to make this feel little bit more snappy so I
Turning the lifetime down 2.5 seconds here
I'm going to open the particles process
Material here
And I'm going to change
The gravity
I'm gonna bump this up to something like seven hundred
Search much snap your I might even go 800 year
800 gravity
And then we can bump up the velocity minimum 2 something like 175
Another lasting maximum can be something like three hundred
Because we're dealing with such a strong gravity
We can do a higher initial
We have to do higher initial
Everlasting Max tu250x
Just because it's going a little bit too high
Angular velocity
I'm actually going to increase that angular velocity
As well
So
For this last minimum
Let's multiply this by 2 and you can actually type mathematical expressions in his property
So if I want to get twice the amount of 70
I can say x 2
And then I can do the same
In here
Ok now before we Run the game
Co-op collapse of particles process material make sure you turn one shot back on
And then we can go out at
Play and see what's going on
Salads looking a lot
Nicer we don't have such an a bra
Disappearance of
The entities when they're dying
I just feel generally more satisfying
What is the difference in good shape now there is one minor thing that I'm noticing which is that we did not make
Rat face the correct Direction when
Walking
So let's handle that
So that we can wrap up
The work that we need to do on the rap for now
So I'm going to go to the basic enemy
Scene
Open up the sky
And we have our vision
Was here
And so we want to grab a reference for those visuals on ready so we can still there
In the same way that was killing the player so far
So unread evar
Visuals
Is equal to
Dollar sign visuals for the short hair
And it's going to be very simple what we do here
It's going to be the same thing as we did
The player we're going to save our
Move sign is equal to and we're gonna use sign
Velocity
And I'm going to say if move sign is equal to
Let's do something different is not equal to zero
Then we're going to set the visuals
Start scale
Is equal to
Vector2
Move sign and then one
We may need to negate this actually because the rat is actually facing to the
By The Fall
So let's do negative move sign
Learning to flip around the other way
LFC of death work
Open I did this wrong they should be signed velocity
X we can I take the sign
A vector needs to be the sign of a floating into
Ok so what's your head and Run the game again
Add now or
Should be
Facing in the direction that they are moving
And we might as well make this
Same logic improvement to the player so go ahead and open up your players name
Open up that script
In here we have this if move sign equals 0
Isis change this to if move sign is not equal to zero
And then delete
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This line and also the else
So we're only going to set the visual scale if the move sign
Is not equal to zero and that means that if we stop moving it's just going to use the
Scale another word for started
Star Player should still be facing left when we stop moving
That's the day
Component and the enemy movement
Finished
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