All language subtitles for 22. Reloading the gun

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These are the user uploaded subtitles that are being translated: 1 00:00:03,760 --> 00:00:06,640 Now we do have a reload animation for our gun. 2 00:00:07,060 --> 00:00:08,740 The moment we never run out of bullets. 3 00:00:09,100 --> 00:00:14,260 So in this video, we're going to create a finite amount of bullets before you have to reload. 4 00:00:15,050 --> 00:00:17,440 OK, so the first thing that we need is a reload button. 5 00:00:17,890 --> 00:00:24,730 So we've got our shoot button when the duplicate that control and D and just moved up up above the shoot 6 00:00:24,730 --> 00:00:25,060 button. 7 00:00:28,200 --> 00:00:36,900 And I want this one to simply be a reload, so let me just change the text to say reload all in capitals 8 00:00:36,900 --> 00:00:37,170 again. 9 00:00:39,230 --> 00:00:43,050 I don't want this one to be read or for it to kind of be a big circle. 10 00:00:43,770 --> 00:00:50,520 So what I'm going to do is I'm going to go back to my joystick pack sprites, and we do have some horizontal 11 00:00:51,180 --> 00:00:51,630 ones. 12 00:00:51,720 --> 00:00:52,440 I quite like. 13 00:00:53,010 --> 00:00:58,800 So for this, I'm going to choose the horizontal riched. 14 00:01:01,070 --> 00:01:08,120 OK, and just make that a little bit bigger on the width and just a little bit bigger on the height, 15 00:01:08,960 --> 00:01:09,420 you know? 16 00:01:10,430 --> 00:01:12,080 No, I don't want it to be read. 17 00:01:12,170 --> 00:01:13,430 I want this one to be orange. 18 00:01:16,870 --> 00:01:24,530 So when you take this code troll and see it, you also put it on the selected code, control the movie, 19 00:01:25,990 --> 00:01:33,110 and then when you reload, I'm just simply going to turn this white breast also on white. 20 00:01:36,010 --> 00:01:42,160 And yeah, I think I think that's OK, if you want to go with one of the other ones, that's perfectly 21 00:01:42,160 --> 00:01:46,030 fine, OK, but I think they should be OK. 22 00:01:46,300 --> 00:01:47,800 So that's my reload button. 23 00:01:48,280 --> 00:01:50,200 So let me just name it that. 24 00:01:55,010 --> 00:01:56,920 Just get that one on the end. 25 00:01:59,690 --> 00:02:04,320 At the moment, it's running this function, we're going to change this in a second. 26 00:02:04,650 --> 00:02:08,250 But I also have some bullets as well, graphics of bullets. 27 00:02:08,400 --> 00:02:08,840 Here we go. 28 00:02:08,850 --> 00:02:09,510 Small bullet. 29 00:02:10,020 --> 00:02:18,900 So what I want to do there is on the canvas, just right click UI and a new image, drag the small bullet 30 00:02:18,900 --> 00:02:20,490 into the sprite set. 31 00:02:20,490 --> 00:02:21,540 Neat size. 32 00:02:22,030 --> 00:02:22,560 There we go. 33 00:02:22,950 --> 00:02:23,610 We've got the bullet. 34 00:02:24,000 --> 00:02:25,440 This is not a rakas target. 35 00:02:26,400 --> 00:02:27,900 It's just a simple image. 36 00:02:28,050 --> 00:02:34,380 And I'm going to drag it down to the bottom and then over here to the right. 37 00:02:35,830 --> 00:02:39,420 So basically to be very near to the shoot button. 38 00:02:42,720 --> 00:02:49,650 Wondering if that bullet is a little bit vague, actually, and might actually just reduce scale down 39 00:02:49,650 --> 00:02:53,790 to zero point eight on X, Y and Z. 40 00:02:59,220 --> 00:03:00,360 Not looks a little bit better. 41 00:03:00,900 --> 00:03:04,020 All right, so this is bullet. 42 00:03:07,550 --> 00:03:13,850 In fact, what I'm going to do here is on the canvas, just right click and choose, create empty. 43 00:03:14,400 --> 00:03:18,170 I'll simply call bullets so we can keep all these objects together. 44 00:03:19,610 --> 00:03:22,790 Let's just take the bullet and put it onto bullets. 45 00:03:23,820 --> 00:03:25,190 So that is then a folder. 46 00:03:27,440 --> 00:03:31,160 And uh, now I can duplicate this. 47 00:03:31,310 --> 00:03:32,580 Some control in D. 48 00:03:33,170 --> 00:03:36,770 And then I want to move this over to the left. 49 00:03:37,250 --> 00:03:43,190 What I want to do is find out exactly what is the difference between bullet one bullet to see if that's 50 00:03:43,190 --> 00:03:43,970 400. 51 00:03:44,630 --> 00:03:46,280 This one's 368. 52 00:03:46,550 --> 00:03:48,560 Let's make it maybe three seventy. 53 00:03:52,290 --> 00:03:53,070 That looks pretty good. 54 00:03:53,580 --> 00:03:56,010 There's a difference of 30 between those two. 55 00:03:56,980 --> 00:04:02,280 All right, that's that ensures that I can have a consistency between my bullets. 56 00:04:02,940 --> 00:04:05,370 So this one is bullet to. 57 00:04:09,450 --> 00:04:18,030 Control and control, and they still got four, five, six, seven, eight and planning of eight bullets 58 00:04:18,330 --> 00:04:19,470 in the magazine. 59 00:04:20,310 --> 00:04:23,970 So if this one is 370, we've got reduced 30. 60 00:04:24,720 --> 00:04:28,530 So 340 notes, so it lines up nicely. 61 00:04:29,460 --> 00:04:30,600 So 310. 62 00:04:36,600 --> 00:04:39,000 And 280 lines up nicely. 63 00:04:41,330 --> 00:04:42,230 250. 64 00:04:46,570 --> 00:04:47,410 To 20. 65 00:04:50,470 --> 00:04:56,620 And then finally, 190, OK, notice how they're all nicely lined up with each other as well. 66 00:04:57,580 --> 00:04:57,940 Great. 67 00:04:57,950 --> 00:05:01,060 So let's just rename these three. 68 00:05:01,660 --> 00:05:08,440 It's not necessary to rename them, to be honest, but just for the sake of it being easy to read. 69 00:05:10,210 --> 00:05:15,400 Certainly if you come back to a project after a long time and you're thinking, OK, well, what's going 70 00:05:15,400 --> 00:05:15,850 on here? 71 00:05:16,180 --> 00:05:20,500 It's always best to have things organized nicely. 72 00:05:20,500 --> 00:05:23,200 And it's really, really easy to understand. 73 00:05:23,710 --> 00:05:25,360 Bear in mind, it finishes about seven. 74 00:05:25,520 --> 00:05:27,250 The first one didn't have no. 75 00:05:27,700 --> 00:05:29,290 Oh, no, it should be eight. 76 00:05:29,530 --> 00:05:31,130 Actually, the first one should have been bullet one. 77 00:05:33,310 --> 00:05:33,940 There we go. 78 00:05:34,180 --> 00:05:34,570 All right. 79 00:05:34,630 --> 00:05:35,140 Excellent. 80 00:05:36,250 --> 00:05:40,540 So now back in the script, what we want to do is 81 00:05:43,240 --> 00:05:46,380 we want to apply these to our scripts. 82 00:05:46,600 --> 00:05:49,780 You can leave Mossop comment and this is going to be reloading. 83 00:05:51,430 --> 00:05:53,980 OK, and we need access to that reload button. 84 00:05:54,640 --> 00:06:01,710 So public after game object, we'll call reload button. 85 00:06:05,240 --> 00:06:07,430 Then we need a bullet count. 86 00:06:07,790 --> 00:06:15,500 So private integer or bullet counts equals eight, since, you know, we've got eight bullets. 87 00:06:15,980 --> 00:06:20,180 And then we need to be able to drag all of those bullets into our script. 88 00:06:20,330 --> 00:06:24,410 So public game objects will call. 89 00:06:24,840 --> 00:06:25,400 Well, at one. 90 00:06:28,450 --> 00:06:38,440 Just copy this drone C control V three, four, five, six, seven, eight. 91 00:06:41,200 --> 00:06:44,200 Two, three, four. 92 00:06:46,600 --> 00:06:52,720 Five, six, seven and eight. 93 00:06:54,820 --> 00:06:55,300 OK. 94 00:06:56,110 --> 00:07:03,730 We also need some kind of a wait four seconds and which is going to wait until we've actually played 95 00:07:03,750 --> 00:07:07,210 our reload animation before it actually refills the bullets. 96 00:07:07,900 --> 00:07:12,570 So we're going to have a wait four seconds. 97 00:07:13,870 --> 00:07:17,440 I'm going to call it and reload. 98 00:07:17,560 --> 00:07:20,680 Pause equals a new. 99 00:07:20,890 --> 00:07:22,210 Wait a second. 100 00:07:24,770 --> 00:07:27,560 And it's going to be roughly about three seconds. 101 00:07:30,860 --> 00:07:38,150 OK, so now in a shoot, we want to make sure that you can only shoot as long as you've actually got 102 00:07:38,150 --> 00:07:39,560 some bullets in your gun. 103 00:07:40,250 --> 00:07:48,110 So just underneath the fire, we're going to see if bullet count. 104 00:07:50,520 --> 00:07:52,560 Is greater than zero. 105 00:07:56,170 --> 00:07:58,450 And we're going to contain all of this. 106 00:08:00,550 --> 00:08:09,760 Inside of that bullet count, OK, if you hover over these, it will actually show you what the connecting 107 00:08:10,390 --> 00:08:13,810 and curly bracket is, and that looks fine to me. 108 00:08:14,740 --> 00:08:15,160 OK. 109 00:08:15,490 --> 00:08:23,050 Each time that we fire and we want to say bullet count minus minus. 110 00:08:23,200 --> 00:08:25,870 So we're reducing that amount of bullets. 111 00:08:27,970 --> 00:08:32,700 And then we're going to run a custom function called display bullets. 112 00:08:35,210 --> 00:08:40,550 The reason why these custom functions is simply so I if I've got a function, I don't want to write 113 00:08:40,550 --> 00:08:42,980 too much in the function because it becomes harder to read. 114 00:08:43,340 --> 00:08:48,890 So by having all of these separate custom functions, it just it makes it easier to read and it's easier 115 00:08:48,890 --> 00:08:49,670 to layout. 116 00:08:51,230 --> 00:08:52,250 So I'll do it on their. 117 00:08:54,440 --> 00:08:59,630 This actually should be avoided display bullets. 118 00:09:03,330 --> 00:09:11,690 He's simply going to say if bullet count is equal to eight, and that means we've got all bullets. 119 00:09:12,080 --> 00:09:13,790 So we need to ensure that they're all switched on. 120 00:09:13,970 --> 00:09:18,320 So the same bullet can't set active. 121 00:09:21,840 --> 00:09:23,010 Oh, it's bullet count. 122 00:09:23,280 --> 00:09:24,030 It should be bullet. 123 00:09:27,530 --> 00:09:29,900 Now check out what they've done there. 124 00:09:31,220 --> 00:09:32,120 Oh, yes, Bullett. 125 00:09:32,120 --> 00:09:33,530 Well, now I put a number on it. 126 00:09:35,690 --> 00:09:38,870 Bullet one set active. 127 00:09:40,990 --> 00:09:41,700 Too true. 128 00:09:42,250 --> 00:09:51,580 So which, you know, it's the same with all the others control and see from the three, four, five, 129 00:09:51,850 --> 00:09:53,920 six, seven, eight. 130 00:10:08,570 --> 00:10:17,470 OK, there we go, and then we're going to say, if bullet count is equal to seven. 131 00:10:19,400 --> 00:10:23,660 Instead of having to write all love again or we're gonna do is switch off bullet eight because you've 132 00:10:23,660 --> 00:10:24,110 used one. 133 00:10:24,620 --> 00:10:31,580 So we're going to say bullet eight seductive to switch it off. 134 00:10:32,960 --> 00:10:37,610 Let's copy this drone C drone base now. 135 00:10:37,610 --> 00:10:45,020 Six, five, four, three, two, one case. 136 00:10:45,030 --> 00:10:47,180 It'll be the safe bullet count is equal to six. 137 00:10:47,180 --> 00:10:48,800 We're going to switch off bullet seven. 138 00:10:49,940 --> 00:10:52,020 Well, it counts as equal to five. 139 00:10:52,100 --> 00:10:53,690 Going to switch off bullets six. 140 00:10:54,500 --> 00:11:01,670 If it's four, when the switch of bullet, five if it's three, then switch off bullet four. 141 00:11:03,760 --> 00:11:04,560 It's two. 142 00:11:05,680 --> 00:11:07,390 We're going to switch off bullet three. 143 00:11:08,170 --> 00:11:14,860 And if it's one, we're going to switch off bullet two and then need another one on the bottom. 144 00:11:15,340 --> 00:11:16,750 For one, we've run out of bullets. 145 00:11:18,040 --> 00:11:18,400 OK. 146 00:11:18,520 --> 00:11:20,710 Bullet count is equal to zero. 147 00:11:21,960 --> 00:11:23,380 I'm going to switch off bullet one. 148 00:11:24,160 --> 00:11:27,250 And we need to switch on our reload button. 149 00:11:27,700 --> 00:11:30,160 So reload button. 150 00:11:30,520 --> 00:11:34,090 So seductive to true. 151 00:11:39,770 --> 00:11:43,040 OK, so that will then display all of our bullets, which is good. 152 00:11:43,340 --> 00:11:52,790 All we need to do now is basically call a reload function from our reload button so we can do so by 153 00:11:52,790 --> 00:11:56,660 saying public void, let's call it reload. 154 00:12:00,760 --> 00:12:08,200 OK, so the first thing that we need to do is access the bombs and then to set trigger. 155 00:12:09,670 --> 00:12:12,910 Let me just double check what we actually called this. 156 00:12:14,980 --> 00:12:17,320 So just wait for that to date. 157 00:12:20,920 --> 00:12:24,160 So in the animator, we called it reload with a capital R. 158 00:12:24,490 --> 00:12:28,570 OK, so we're going to set up trigger reload. 159 00:12:31,180 --> 00:12:37,840 OK, and then as soon as it's done that we're going to basically started Gorriti because we need to 160 00:12:37,840 --> 00:12:44,050 either pause more, call it and wait for reload. 161 00:12:47,990 --> 00:12:51,170 And then as soon as we've done that, we want to switch off the reload button. 162 00:12:54,610 --> 00:12:56,980 Seductive to false. 163 00:13:02,260 --> 00:13:06,850 Safer so now down in I enumerators bottom. 164 00:13:09,310 --> 00:13:13,870 I enumerator wait for reloj. 165 00:13:17,260 --> 00:13:20,500 This is then going to call a ealt return. 166 00:13:20,710 --> 00:13:30,520 And we called it and it reload porc and we go, that's going to wait three seconds and then it's going 167 00:13:30,520 --> 00:13:33,510 to set a bullet count back to eight. 168 00:13:36,070 --> 00:13:44,170 We also need to ensure that we're displaying bullets and display bullets. 169 00:13:44,510 --> 00:13:45,280 That's what we called it. 170 00:13:47,020 --> 00:13:52,540 If you don't call up, you won't get the bullets appear on screen until you actually shoot again. 171 00:13:52,630 --> 00:13:57,130 So we have to call that function so it can run through it and basically switch everything back on the 172 00:13:57,130 --> 00:13:57,310 gun. 173 00:13:58,890 --> 00:14:04,000 It's safe that that should work fine now. 174 00:14:04,150 --> 00:14:10,060 So all we need to do is attach bullets to a script. 175 00:14:13,260 --> 00:14:21,250 So on the ground now of a whole bunch of empty game object, so we've got a reload button distracted 176 00:14:22,050 --> 00:14:24,660 by default, reload button is going to be switched off. 177 00:14:29,770 --> 00:14:31,150 And then we need bullets. 178 00:14:33,910 --> 00:14:37,540 Well, at one point, two, three. 179 00:14:40,000 --> 00:14:40,480 For. 180 00:14:42,230 --> 00:14:42,840 Five. 181 00:14:44,690 --> 00:14:47,120 Just make sure you're going into the correct slots. 182 00:14:50,250 --> 00:14:51,870 OK, there we go. 183 00:14:52,680 --> 00:14:56,250 So let's just save this and check this out. 184 00:15:02,070 --> 00:15:04,430 Now, each time I shoot, get rid of a bullet. 185 00:15:07,110 --> 00:15:13,340 OK, and then as soon as I've gone through all of those, you notice I can shoot, but it won't be it 186 00:15:13,340 --> 00:15:16,100 in anything until I press reload. 187 00:15:17,790 --> 00:15:21,230 Oh, some reason it's not reload and bullets. 188 00:15:25,560 --> 00:15:27,150 Oh, I know why I didn't. 189 00:15:27,280 --> 00:15:31,480 I mean, the relo button, I didn't put anything on the script. 190 00:15:31,680 --> 00:15:33,060 I just had the main chute. 191 00:15:33,180 --> 00:15:36,960 So on the main, I'm going to choose reload. 192 00:15:37,230 --> 00:15:38,760 I have to call the correct function. 193 00:15:39,570 --> 00:15:40,680 OK, let's try it again. 194 00:15:44,840 --> 00:15:48,200 Shoot, shoot, shoot, shoot, shoot. 195 00:15:51,340 --> 00:15:58,240 OK, and then reload the bullets back and off we go again. 196 00:16:00,070 --> 00:16:01,060 Excellent. 197 00:16:03,000 --> 00:16:03,810 OK, good. 198 00:16:04,110 --> 00:16:08,160 So what will work in the next video is just given, not reload sound. 16779

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