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Премиум
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    Welcome To The Course
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    Install Unity 2018.3
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    Install Visual Studio Code
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    Quick Game Design Overview
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    Architectural Overview
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    Community & Support
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    Section Overview - Basic Movement
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    Create A Simple Sandbox
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    Move Using Nav Mesh Agent
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    Refining Your Nav Mesh
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    Introduction To Raycasting
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    Implement Click-To-Move
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    Create A Fixed Follow Camera
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    Animation Blend Trees
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    Match Animation To Movement
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    Basic Movement Tweaks
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    Project Folder Structure
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    Section Intro - High Level Design
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    1.5 Page Game Design Document
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    The Player Experience
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    First Draft Of Your GDD
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    Section Overview - Basic Combat
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    Separating The Control Layer
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    Namespaces To See Dependencies
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    Raycasting For Components
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    Implementing Action Priority
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    Move Within Range
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    Cancelling Combat With Movement
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    Decoupling Dependency Cycles
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    Dependency Inversion With Interfaces
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    Add Attack Animation
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    Trigger Animation In Code
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    Throttling Our Attacks
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    Taking Damage
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    Nested Prefabs And Variants
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    Using Prefab Variants
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    Any State Animations
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    Trigger Death Animation
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    Stop Attacking Already
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    Look Them In The Eyes
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    Ignore Dead Enemies
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    Bugs? What Bugs?
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    Section Overview - Enemy AI
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    Calculating AI Chase Distance
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    Swappable Control Systems
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    Disable Control When Dead
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    Visualising With Gizmos
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    AI Guarding Behaviour
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    That's Some Suspicious Behaviour
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    Visualising Waypoints
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    Waypoint Loops
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    Patrolling Behaviour
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    Dwelling At Waypoints
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    Section Overview - First Moment
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    Design A Moment
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    Sketch Your Moment
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    Tips To Improve Workflow
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    Craft The Environment
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    Hits-To-Kill Design Metric
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    Tweak Enemy Patrol
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    Cinemachine Follow Camera
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    Make Cinematic Sequence
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    Trigger Cinemachine Cut Scene
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    The Observer Pattern In C#
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    Player Input In Cutscenes
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    Section Overview - Scene Management
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    Make A Second Scene
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    Scene Loading Portals
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    How Coroutines Work
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    Wait For Scene To Load
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    Player Spawn Point
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    Cross Scene References
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    Canvas Groups For Fading
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    Nested Coroutines For Fading
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    Avoiding The Singleton Pattern
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    Section Overview: Saving Asset Pack
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    The Saving System Overview
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    Triggering Saving And Loading
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    Saveable Components And GameObjects
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    Challenge: Saveable Health
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    Checkpoints Between Scenes
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    Loading The Saved Scene
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    BONUS: Capturing Multiple Parameters
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    Section Overview: Saving System
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    Save System Design
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    Overview Of Binary Serialization
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    File Paths In C#
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    Understanding Unicode
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    Filestream Read And Write In C#
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    Converting To Binary In C#
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    BinaryFormatter For Serialization
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    Saveable Entities
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    Generating UUIDs In C#
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    Editing SerializedFields
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    Serializing With SaveableEntities
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    Saving Multiple Scenes - Part 1
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    Saving Multiple Scenes - Part 2
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    Checkpoints Between Scenes
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    ISaveable Components
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    Deduplicating UUIDs
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    Restoring Health
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    Reloading The Last Scene
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    Fading Before Scene Load
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    Section Overview: Simple Weapons
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    Equip A Weapon
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    Animator Override Controller
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    Creating Scriptable Objects
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    Unarmed As A Weapon
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    Basic Weapon Pickup
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    Left Handed Weapons
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    Make A Weapon Projectile
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    Shoot Projectiles
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    Damage From Projectiles
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    Trails & Prefab Variants
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    Destroy Old Weapon
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    Improve Projectile Behaviour
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    Fireball Weapon & Pickup
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    Fireball Particle System
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    Projectile Impact Effect
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    Destroy The Unwanted
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    Resetting The Default Animator
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    Dynamic Resource Loading
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    Saving Weapon Choice
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    Pickup Respawning
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    Progression Design
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    Progression Scriptable Object
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    Looking Up The Health Stat
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    Debug Health Display
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    Enemy Health Display
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    Awarding Experience Points
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    Editing Scriptable Object Files
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    Finding A Stat By Enum
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    Saving Experience Points
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    Displaying Experience
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    Performant Lookups With Dictionaries
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    Levelling Up
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    Displaying The Level
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    Squashing Health Bugs
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    Events And Delegates
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    Delegates And Actions For Leveling Up
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    Saving Race Conditions
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    Level Up Events And Particle Effects
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    Damage Progression
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    Extensible Modifier System
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    Percentage Modifiers
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    Data Hazards And Race Conditions
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    Hunting Down Race Conditions
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    Awake vs Start
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    Lazy Initialisation
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    Progression Stats Spreadsheet
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    Configurable Cursors
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    Cursors And UI
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    Generic Raycastable Components
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    Cursor Type With IRaycastable
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    Raycast Sorting
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    Raycasting To A NavMesh
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    Calculating A NavMesh Path
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    In Game UI
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    Text Fading Animation
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    Spawning Damage Text
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    Using Unity Events
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    Updating The Damage Text Value
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    Unity Events With Parameters
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    Health Bar UI
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    Updating The Health Bar Scale
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    Disabling Empty Health Bars
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    Fixing The Fader
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    Coroutine Race Conditions
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    Camera Facing LateUpdate Fix
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    Sound Effects And UnityEvents
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    Weapon Prefab Refactor
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    Fighter To Weapon Communication
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    Boom Microphone Audio Listener
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    Health Pickup Hack
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    Visual Polish Audit
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    Visual Polish Part 1
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    Visual Polish - Macro Details
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    Visual Polish - Micro Detail
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    Combat Moment Fine Tuning
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    Bug: Attacking Distant Enemies
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    Enemy AI Agro
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    Enemy Mob Mechanics
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    Bug: Shooting Over Water
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    You've Finished The Course!