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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 Alright so we can create probably one of my favourite 2 00:00:13,056 --> 00:00:16,640 Of platformers and that is just collectible coins 3 00:00:16,896 --> 00:00:23,040 Tesco head in jump back into Photoshop or we could have double click on level one here this is our p.m. 4 00:00:23,296 --> 00:00:23,808 Defile 5 00:00:24,576 --> 00:00:26,368 Is it open in Photoshop for us 6 00:00:26,880 --> 00:00:33,024 As you can see we have our ground we have a player in because it is create a coin now if you get destroyed 7 00:00:33,280 --> 00:00:36,096 See where your ground is in 8 00:00:36,352 --> 00:00:38,656 White background 9 00:00:38,912 --> 00:00:42,240 Go ahead and select your background here and click on this lock 10 00:00:43,264 --> 00:00:48,128 Allow us to actually change the background layer that came by default 11 00:00:48,384 --> 00:00:49,664 With this Photoshop file 12 00:00:50,432 --> 00:00:51,968 I'm just going to go to image 13 00:00:52,992 --> 00:00:53,760 Adjustments 14 00:00:54,016 --> 00:00:56,320 And how about just hue saturation 15 00:00:57,088 --> 00:01:00,781 This allows especially just like this as well so we can just make this little prayer 16 00:01:00,783 --> 00:01:03,131 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:03,132 --> 00:01:02,464 Jericho 18 00:01:02,720 --> 00:01:07,072 This is our background layer let's be sure it's the right name so let's call it background 19 00:01:08,096 --> 00:01:11,936 And I like to put the word reference in parentheses 20 00:01:12,192 --> 00:01:18,336 Well I know I'm not actually going to use this layer in the actual game but it's good to have in my Photoshop file 21 00:01:18,592 --> 00:01:19,616 Presenter 22 00:01:20,128 --> 00:01:26,272 Ok now let's go ahead and create a coin does using a rectangle marketo and click and hold 23 00:01:26,528 --> 00:01:28,832 Tuesday elliptical marquee tool 24 00:01:29,600 --> 00:01:32,416 A hold ship that's going to allow me to create 25 00:01:32,672 --> 00:01:38,048 A perfect circle and I'm going to click and drag and I think that looks great 26 00:01:38,816 --> 00:01:40,096 Now going to fill.in 27 00:01:40,864 --> 00:01:42,912 We want this to be a white swatch 28 00:01:43,168 --> 00:01:44,192 We can actually just 29 00:01:44,448 --> 00:01:47,008 In Dragon 2 white 30 00:01:47,264 --> 00:01:49,568 Or we can actually just click this 31 00:01:49,824 --> 00:01:51,360 Invert button here 32 00:01:52,128 --> 00:01:58,272 Convert are to swatches watches we have on hand currently stuff I want to Black to be 33 00:01:58,528 --> 00:02:03,648 Say what time does pink and do that click ok and I get a switch between the two 34 00:02:04,672 --> 00:02:06,208 Fortnite keeps winning the White 35 00:02:06,976 --> 00:02:09,792 Fill.in press ctrl-d to deselect 36 00:02:10,048 --> 00:02:13,632 And now we have a coin to win in that coin 37 00:02:13,888 --> 00:02:14,912 And then save 38 00:02:15,936 --> 00:02:17,728 How is your back into unity 39 00:02:19,520 --> 00:02:22,848 And you'll see that our coin is now a sprout 40 00:02:23,360 --> 00:02:24,128 Imported 41 00:02:24,384 --> 00:02:25,920 Into our project folder 42 00:02:26,688 --> 00:02:28,224 Here is a coin sprite 43 00:02:28,992 --> 00:02:31,296 In your head in drag by in the scene 44 00:02:31,808 --> 00:02:33,088 About there 45 00:02:33,600 --> 00:02:38,464 It must make sure we put it in the right layer so I know that layer one is where all of my 46 00:02:38,720 --> 00:02:39,744 Rounders 47 00:02:40,256 --> 00:02:44,096 Best primary one of the coin as well that's drag there and put it right here 48 00:02:45,632 --> 00:02:46,144 Great 49 00:02:46,400 --> 00:02:49,216 Might as well make the coin a prefab 50 00:02:49,472 --> 00:02:49,984 Because 51 00:02:50,240 --> 00:02:53,056 Honestly we're going to be collecting a lot of coins in the scheme 52 00:02:53,312 --> 00:02:56,896 So anything you're reusing over and over again 53 00:02:57,152 --> 00:02:58,944 Always create a prefab 54 00:02:59,200 --> 00:03:01,504 This is dragon coin the pre 50 55 00:03:02,016 --> 00:03:04,832 And was go ahead in hip play and see how it looks 56 00:03:09,184 --> 00:03:09,696 Awesome 57 00:03:10,208 --> 00:03:13,024 Obviously I'm not collecting the coin but 58 00:03:13,792 --> 00:03:15,328 And all looks pretty good 59 00:03:16,864 --> 00:03:19,168 So how do we collect this coin 60 00:03:19,936 --> 00:03:23,008 Create a new script in when I get a call it coin 61 00:03:23,264 --> 00:03:25,312 Hexagon collectible 62 00:03:25,568 --> 00:03:26,336 Why is that 63 00:03:26,848 --> 00:03:28,384 When you creating a script 64 00:03:28,640 --> 00:03:31,200 You want to make it as broad as possible 65 00:03:31,712 --> 00:03:36,064 The reason why is you why use as little new scripts as possible 66 00:03:36,576 --> 00:03:38,368 So we're gonna call it a collectible 67 00:03:38,624 --> 00:03:44,768 That's because coins health emanation or keys are other collectible items 68 00:03:45,024 --> 00:03:47,840 They are pretty much behave the same don't they 69 00:03:48,096 --> 00:03:50,912 Just adjusting different inventory items 70 00:03:52,192 --> 00:03:53,728 What we're going to do is create a new script 71 00:03:55,520 --> 00:03:56,800 Make sure you select 72 00:03:57,312 --> 00:04:01,408 Inside the scripts folder before you create a new c sharp script 73 00:04:01,920 --> 00:04:02,944 How much is call this 74 00:04:03,200 --> 00:04:03,968 Collectible 75 00:04:04,992 --> 00:04:08,320 And will do is just drag the script on to a coin 76 00:04:09,088 --> 00:04:14,208 You're obviously do anything because we have actually written anything but 77 00:04:14,720 --> 00:04:16,000 Now we can double click 78 00:04:16,256 --> 00:04:18,303 Open it up in Visual Studio 79 00:04:19,583 --> 00:04:21,631 To the first thing we want to do with this 80 00:04:21,887 --> 00:04:23,167 Collectible script 81 00:04:23,679 --> 00:04:29,823 Is actually identify whether is a collectible item oran.mor item or 82 00:04:30,079 --> 00:04:31,615 Coin item or just a 83 00:04:31,871 --> 00:04:33,151 Inventory item 84 00:04:33,663 --> 00:04:37,503 So what we can do is if you guys remember we have bullions rape 85 00:04:38,271 --> 00:04:40,575 Wiki create a new private bullion 86 00:04:40,831 --> 00:04:42,623 Navigate say is 87 00:04:42,879 --> 00:04:43,647 Coin 88 00:04:44,671 --> 00:04:45,951 = boss 89 00:04:46,719 --> 00:04:48,255 Or just leave it at 90 00:04:49,023 --> 00:04:51,071 This in by default it will be false 91 00:04:52,095 --> 00:04:55,935 So that's one way of doing it so let's go ahead and do that we can have 92 00:04:56,959 --> 00:05:02,079 The sea for bullying so we can have a coin we could have a health 93 00:05:02,335 --> 00:05:03,103 We could have 94 00:05:04,127 --> 00:05:04,895 Is 95 00:05:05,663 --> 00:05:06,431 Emo 96 00:05:06,943 --> 00:05:07,711 We could have 97 00:05:08,735 --> 00:05:10,783 Is inventory 98 00:05:11,039 --> 00:05:11,551 Adam 99 00:05:11,807 --> 00:05:12,319 Ok 100 00:05:13,599 --> 00:05:15,391 What is this look like inside of Unity 101 00:05:17,695 --> 00:05:19,231 Let's go to a coin here 102 00:05:20,767 --> 00:05:21,791 Soccer coin 103 00:05:22,559 --> 00:05:24,351 What makes it not say anything 104 00:05:25,375 --> 00:05:26,399 Why is that 105 00:05:26,911 --> 00:05:28,447 Are you priority guest it 106 00:05:28,703 --> 00:05:32,287 The reason is because these are all private variables meaning 107 00:05:32,543 --> 00:05:36,639 Even private to the unity editor so we can't even see them 108 00:05:37,151 --> 00:05:38,943 In our inspector 109 00:05:39,199 --> 00:05:42,783 How do you solve that won't you priority guessed it we're going to do 110 00:05:43,551 --> 00:05:45,599 Serialise field 111 00:05:46,879 --> 00:05:50,463 Copy that and paste it on each one 112 00:05:50,975 --> 00:05:56,351 Again you can do either public variables they show up in the inspector and you can edit them inside of Unity 113 00:05:57,119 --> 00:05:57,631 Or 114 00:05:57,887 --> 00:05:59,679 You just serialise a private 115 00:05:59,935 --> 00:06:00,703 Variable 116 00:06:00,959 --> 00:06:02,751 Is going to campus the same thing 117 00:06:03,775 --> 00:06:05,311 So here are our 118 00:06:05,823 --> 00:06:06,591 Or 119 00:06:07,103 --> 00:06:07,871 Billions 120 00:06:08,383 --> 00:06:09,151 So 121 00:06:09,407 --> 00:06:10,175 We could be 122 00:06:10,431 --> 00:06:12,991 Is coin and that means pay I'm a coin 123 00:06:14,527 --> 00:06:16,319 Is health that means I'm health 124 00:06:16,575 --> 00:06:18,111 Is a multimedia memo 125 00:06:18,367 --> 00:06:21,439 Or is inventory item that means I'm an inventory item 126 00:06:22,207 --> 00:06:28,351 So we're not going to make it this messy some of you who might understand code a little bit better than I do we'll be looking at this 127 00:06:28,607 --> 00:06:34,751 Thomas there's a better way to do this and there is a make sure you in just a second when I want to drive my point home 128 00:06:35,519 --> 00:06:39,359 Is allows us to have all different types of collectibles 129 00:06:39,615 --> 00:06:41,407 Goddess using one script 130 00:06:43,199 --> 00:06:44,735 What creates a 131 00:06:44,991 --> 00:06:46,527 Way to check 132 00:06:46,783 --> 00:06:50,111 And do something based on each type of item 133 00:06:50,367 --> 00:06:53,439 Well we got to do is just do some if conditionals 134 00:06:53,695 --> 00:06:54,975 So what we can do is 135 00:06:55,487 --> 00:06:57,279 If I'm a coin 136 00:06:57,535 --> 00:06:58,559 Let's say 137 00:06:59,071 --> 00:07:00,607 Print to the console 138 00:07:01,887 --> 00:07:02,655 I'm a coin 139 00:07:03,935 --> 00:07:04,447 Ok 140 00:07:05,983 --> 00:07:08,287 Well how do we write there in actual code 141 00:07:08,799 --> 00:07:09,567 Yes 142 00:07:10,335 --> 00:07:11,615 Is coin 143 00:07:14,431 --> 00:07:15,711 Equals equals true 144 00:07:15,967 --> 00:07:18,527 Or a quicker way to write this is just 145 00:07:18,783 --> 00:07:20,063 If is going 146 00:07:22,623 --> 00:07:24,671 Then debug.log 147 00:07:25,183 --> 00:07:26,719 I'm a coin 148 00:07:29,279 --> 00:07:30,303 Set alarm 149 00:07:30,559 --> 00:07:31,839 And jump in unity 150 00:07:33,887 --> 00:07:36,959 And let's sitar is going to true 151 00:07:37,983 --> 00:07:40,031 On our coin game object 152 00:07:40,287 --> 00:07:42,079 Play and see what happens 153 00:07:45,663 --> 00:07:48,223 I'm a coin is immediately printed 154 00:07:48,735 --> 00:07:50,271 Do they cancel because 155 00:07:51,295 --> 00:07:52,319 In the start 156 00:07:52,575 --> 00:07:55,135 We have this condition if is coin 157 00:07:55,903 --> 00:07:57,695 Ibo.org I'm a coin 158 00:07:58,207 --> 00:08:02,047 So what if I wanted to check if it's health instead of a coin 159 00:08:02,559 --> 00:08:08,703 What serial code would be something like if I'm not a coin and instead 160 00:08:08,959 --> 00:08:09,471 Health 161 00:08:10,495 --> 00:08:12,287 Then print to the console 162 00:08:13,311 --> 00:08:14,079 I'm 163 00:08:14,335 --> 00:08:17,407 Not a coin I'm actually 164 00:08:18,431 --> 00:08:20,735 How would we write this in actual code 165 00:08:21,247 --> 00:08:21,759 Well 166 00:08:22,271 --> 00:08:24,319 Yes you something called else 167 00:08:25,343 --> 00:08:28,159 So if I'm not a coin then I must be 168 00:08:28,671 --> 00:08:31,999 Something else so in this case let's just say I'm 169 00:08:33,535 --> 00:08:34,303 Health 170 00:08:35,583 --> 00:08:36,607 Say that out 171 00:08:38,143 --> 00:08:42,495 So if I die select is coin and I said that false 172 00:08:44,031 --> 00:08:45,055 Play 173 00:08:47,359 --> 00:08:48,895 Looks like it says I'm health 174 00:08:49,151 --> 00:08:50,943 That's not necessarily true is it 175 00:08:51,711 --> 00:08:56,319 Just because is coin is set to false doesn't mean that it's a help collectible 176 00:08:57,087 --> 00:08:59,391 The way that we would do this is actually use 177 00:08:59,647 --> 00:09:00,159 Else 178 00:09:00,415 --> 00:09:00,927 If 179 00:09:01,439 --> 00:09:02,719 Is health 180 00:09:03,487 --> 00:09:08,095 Then I'm health well we can actually just keep going down the line 181 00:09:09,631 --> 00:09:10,911 Is anal 182 00:09:12,447 --> 00:09:17,055 NN1 more after this and then debug.log 183 00:09:18,079 --> 00:09:19,359 I'm Emma 184 00:09:20,639 --> 00:09:25,503 NN1 more we actually don't need it to be else if it just beat else 185 00:09:25,759 --> 00:09:28,575 So if all of these turned out to be false 186 00:09:29,087 --> 00:09:33,951 Then by the fault it's just an inventory item so debug.log 187 00:09:35,231 --> 00:09:37,023 I'm in inventory 188 00:09:37,279 --> 00:09:37,791 Adam 189 00:09:40,607 --> 00:09:44,447 Alright in what time means we actually don't even need this bullying 190 00:09:44,703 --> 00:09:45,983 We can just delete that 191 00:09:46,239 --> 00:09:47,775 We have three types 192 00:09:48,031 --> 00:09:50,079 If all three of those types of false 193 00:09:50,335 --> 00:09:52,383 Initiative generic inventory item 194 00:09:53,663 --> 00:09:57,503 Save that we can get rid of this pseudocode comment here 195 00:09:58,271 --> 00:09:59,295 David out 196 00:10:00,345 --> 00:10:02,248 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 197 00:10:02,250 --> 00:10:05,439 When was checking to see if this works but sorted out by just testing is coming so it's true 198 00:10:05,951 --> 00:10:06,719 Play 199 00:10:07,231 --> 00:10:09,791 Pacific debugs to the console window 200 00:10:10,303 --> 00:10:12,351 Does it's great I am a coin 201 00:10:12,863 --> 00:10:15,423 Someone's I deselect it and then do is hell 202 00:10:16,191 --> 00:10:17,727 Nothing's getting printed to the window 203 00:10:17,983 --> 00:10:23,615 Why is that just 3 sure guys remember it's happening inside of a start function 204 00:10:24,127 --> 00:10:30,271 So we actually have to restart the game so let's set is coined false and an is health 205 00:10:30,527 --> 00:10:32,063 Is true and then apply again 206 00:10:33,855 --> 00:10:34,623 What's great 207 00:10:35,135 --> 00:10:36,415 Tickets I'm health 208 00:10:36,671 --> 00:10:38,463 How much is test is amo 209 00:10:44,095 --> 00:10:44,607 Right 210 00:10:45,119 --> 00:10:46,143 I'm Emma 211 00:10:46,911 --> 00:10:47,935 What if I just 212 00:10:48,191 --> 00:10:49,727 Take care off completely 213 00:10:52,543 --> 00:10:54,335 Looks like I'm in inventory item 214 00:10:54,847 --> 00:10:57,663 Is being printed to the console and that's exactly right 215 00:10:58,175 --> 00:11:03,039 So basically are collectible script is going to allow us to do certain properties 216 00:11:04,319 --> 00:11:05,087 Based on 217 00:11:05,855 --> 00:11:07,135 Is bullying here 218 00:11:08,415 --> 00:11:12,255 Now believe it or not there is actually a much cleaner way 219 00:11:12,767 --> 00:11:15,071 To set up these three variables 220 00:11:15,839 --> 00:11:17,375 Look at the inspector here 221 00:11:18,655 --> 00:11:23,519 If we could magically change this inspector would be a much cleaner way to do this 222 00:11:24,031 --> 00:11:27,359 I think a dropdown menu where you can only select one 223 00:11:27,615 --> 00:11:30,175 Would actually be much more effective 224 00:11:30,431 --> 00:11:32,223 Just be a cleaner way to do it 225 00:11:32,991 --> 00:11:36,575 So what we can do is actually create a new variable type 226 00:11:37,087 --> 00:11:42,463 Night necessarily a bully and although it's kind of similar to a bullying or maybe it's a combination 227 00:11:42,719 --> 00:11:45,279 A brilliant is perhaps a good way to think about it 228 00:11:45,791 --> 00:11:46,559 It's cold 229 00:11:46,815 --> 00:11:47,839 In eNom 230 00:11:48,351 --> 00:11:49,887 What the heck is an email 231 00:11:50,399 --> 00:11:55,007 Have you ever confused about what a certain variable type is just Google it 232 00:11:55,263 --> 00:11:56,543 In immunity 233 00:11:57,823 --> 00:12:01,151 Ok let's take a look what is an Anam 234 00:12:01,407 --> 00:12:03,199 Unity editor stuck on that 235 00:12:04,735 --> 00:12:10,879 Looks like we have a reply here with 17 upvotes on a answers that you needed that calm 236 00:12:11,135 --> 00:12:13,695 What does says my name is a keyword 237 00:12:13,951 --> 00:12:18,815 That allows you to declare an enumeration is in a numeration 238 00:12:19,327 --> 00:12:22,143 Innovation is a set of names for values 239 00:12:22,399 --> 00:12:23,167 Example 240 00:12:23,423 --> 00:12:26,751 Difficulty is easy normal in heart 241 00:12:27,263 --> 00:12:29,567 Ok so maybe that's a drop down menu 242 00:12:30,079 --> 00:12:34,687 Does Go-Ahead in declare this inside of r script 243 00:12:35,199 --> 00:12:40,575 So we're going to comment Out All Over bullying here in the way you do that is forward slash star 244 00:12:41,599 --> 00:12:43,903 Star forward slash 245 00:12:44,415 --> 00:12:47,231 And now we have a different way of commenting in 246 00:12:47,487 --> 00:12:48,767 Visual Studio 247 00:12:49,023 --> 00:12:51,327 Just keep this just in case we need it 248 00:12:51,583 --> 00:12:57,727 Anytime is a script that you might want to save but you know you don't want it actually doing anything in your current build 249 00:12:57,983 --> 00:12:59,519 Just commented out like that 250 00:13:00,543 --> 00:13:02,847 Does create an enum variable type 251 00:13:03,103 --> 00:13:04,639 Typing eNom 252 00:13:05,407 --> 00:13:06,431 Let's call it 253 00:13:06,687 --> 00:13:07,967 Item type 254 00:13:08,479 --> 00:13:11,295 We were going to declare this is within open bracket 255 00:13:11,551 --> 00:13:12,575 And I'm going to type 256 00:13:12,831 --> 00:13:15,903 Let's see where coin we have health 257 00:13:16,415 --> 00:13:17,183 And then we have 258 00:13:18,719 --> 00:13:21,023 I come in here so we don't go crazy 259 00:13:21,279 --> 00:13:26,399 Is create an item type enum or that's a 260 00:13:26,911 --> 00:13:27,935 Rock down 261 00:13:29,471 --> 00:13:30,239 Ok 262 00:13:30,751 --> 00:13:32,287 Not done just yet 263 00:13:32,543 --> 00:13:35,615 We Created by number we actually declared the variable 264 00:13:35,871 --> 00:13:37,663 So that we can see inside of the inspector 265 00:13:38,175 --> 00:13:40,735 So we're going to do is type serializefield 266 00:13:41,759 --> 00:13:43,551 We know we want to see it in the inspector 267 00:13:43,807 --> 00:13:44,575 Private 268 00:13:44,831 --> 00:13:46,111 Item type 269 00:13:47,135 --> 00:13:48,927 Item type 270 00:13:50,975 --> 00:13:51,743 And that's about it 271 00:13:52,767 --> 00:13:55,583 I know this is a little bit confusing because we're doing it twice 272 00:13:55,839 --> 00:13:58,143 I just know that this is creating the ii-nam 273 00:13:58,655 --> 00:14:04,799 We also need to create a variable that uses that eNom in this case it's called Adam type with a cat 274 00:14:05,055 --> 00:14:05,567 I 275 00:14:06,335 --> 00:14:08,895 We have a new anam called Adam type 276 00:14:09,151 --> 00:14:11,455 That we can use inside of this collectible script 277 00:14:11,711 --> 00:14:15,551 Create a new item type variable and then with a lowercase I 278 00:14:16,063 --> 00:14:17,087 Create a variable 279 00:14:17,855 --> 00:14:23,999 Don't save this year I know that this might be confusing and sometimes you actually have the Google how you declare the 280 00:14:24,255 --> 00:14:26,303 Even I forget sometimes 281 00:14:26,815 --> 00:14:32,959 So if you ever forget has declare in use an enaam just Google it and you'll see the answer at the top of Google 282 00:14:33,215 --> 00:14:35,775 I do it all the time most developers do this as well 283 00:14:36,543 --> 00:14:38,335 Heartless jump in the unity here 284 00:14:40,127 --> 00:14:42,175 Hopefully everything is working 285 00:14:42,431 --> 00:14:43,967 It looks like we have some errors 286 00:14:44,223 --> 00:14:46,271 Privacy errors in your console 287 00:14:46,783 --> 00:14:48,063 You try and hit play 288 00:14:49,343 --> 00:14:55,487 It says all compiler errors have to be fixed before you enter play mode because you nearly can actually 289 00:14:55,743 --> 00:14:58,815 In anything if there's one script that's broken 290 00:14:59,327 --> 00:15:03,679 Like we have a tenner bearers here 3 hours and that's kind of terrifying what's going on 291 00:15:03,935 --> 00:15:04,959 What's double click 292 00:15:06,495 --> 00:15:07,007 Alcohol 293 00:15:07,519 --> 00:15:11,359 Actually takes us inside a Visual Studio and shows us where the errors are 294 00:15:12,127 --> 00:15:13,663 The red zig zag here 295 00:15:13,919 --> 00:15:15,711 That means that is coined 296 00:15:15,967 --> 00:15:16,479 Well 297 00:15:16,735 --> 00:15:22,879 Guess it's just not a variable y is that other over the name is coin does not exist in the current context 298 00:15:23,135 --> 00:15:27,743 No that's because we actually commented out the Declaration of these variables exist anymore 299 00:15:28,255 --> 00:15:29,023 I see 300 00:15:29,535 --> 00:15:34,655 So but actually just comment out all of this is well just for now so we can 301 00:15:34,911 --> 00:15:37,471 Take a look and see how it looks 302 00:15:37,727 --> 00:15:38,751 In unity 303 00:15:39,775 --> 00:15:42,591 Alright so now The Script should be able to compile 304 00:15:43,103 --> 00:15:44,639 Ok great no more hours 305 00:15:45,919 --> 00:15:50,271 Now we can see our collectible script here has an item type variable 306 00:15:51,039 --> 00:15:52,575 And not a drop down menu 307 00:15:52,831 --> 00:15:53,343 Sweet 308 00:15:53,855 --> 00:15:56,159 Coin or we can choose health 309 00:15:56,415 --> 00:15:57,695 Pikachu's ml 310 00:15:57,951 --> 00:15:59,487 I like that 311 00:16:01,023 --> 00:16:03,071 Worcester back in the Visual Studio here 312 00:16:04,351 --> 00:16:07,423 And now it's think about how we could actually check 313 00:16:07,679 --> 00:16:12,031 To see if we've selected coin health or ammo 314 00:16:12,543 --> 00:16:13,823 In the dropdown menu 315 00:16:14,847 --> 00:16:17,407 Just go ahead in uncomment this out 316 00:16:18,431 --> 00:16:23,039 Instead of saying if is coin because we don't really have this bullying anymore 317 00:16:23,295 --> 00:16:24,831 The way we check 318 00:16:25,087 --> 00:16:27,647 What's selected in the dropdown menu is 319 00:16:27,903 --> 00:16:28,415 Yes 320 00:16:28,927 --> 00:16:30,207 Item type 321 00:16:30,719 --> 00:16:31,487 Equals 322 00:16:32,511 --> 00:16:36,095 The item type of be created here that 323 00:16:36,863 --> 00:16:38,911 Coin ok cool 324 00:16:39,423 --> 00:16:42,751 Rod SL safe item type 325 00:16:43,007 --> 00:16:44,031 Equals equals 326 00:16:44,543 --> 00:16:47,359 Item type that a look 327 00:16:47,871 --> 00:16:50,431 It's suggesting that three different item types for us 328 00:16:50,943 --> 00:16:53,759 Well let's see here we can double click health 329 00:16:54,015 --> 00:16:54,527 Raped 330 00:16:54,783 --> 00:16:56,063 One more time 331 00:16:56,319 --> 00:16:57,855 If I am type 332 00:16:58,111 --> 00:17:00,927 Equals equals item type dot 333 00:17:01,695 --> 00:17:02,207 Emma 334 00:17:03,231 --> 00:17:03,999 Awesome 335 00:17:04,767 --> 00:17:10,911 Toyota thinking it is a lot of C Sharp and syntax that I'm going to have them memorise and understand 336 00:17:11,423 --> 00:17:17,311 Thomas understands all his stuff and he doesn't actually need to reference anything and that's just not true guys 337 00:17:17,567 --> 00:17:23,711 I promise you when I wrote this code originally had a reference things on unities website 338 00:17:23,967 --> 00:17:26,527 How to Google how to declare an enum type 339 00:17:27,039 --> 00:17:30,367 How to check if an email type is in your condition 340 00:17:30,623 --> 00:17:36,767 Those kind of questions are always being Googled in fact I would argue Google is open all 341 00:17:37,023 --> 00:17:40,607 Time on another monitor for pretty much every developer out there 342 00:17:41,375 --> 00:17:47,519 Developers out there who will look at this tutorial and say if Thomas doesn't even know how to clear my number 343 00:17:47,775 --> 00:17:49,055 Then he doesn't wanna make games 344 00:17:49,311 --> 00:17:53,919 And it's just not true guys have made two games and release them on pretty much every platform 345 00:17:54,431 --> 00:18:00,575 It's important to note that you should not be signed into not using Google Google is your friend 346 00:18:00,831 --> 00:18:04,159 And honestly you don't have to memorise everything about code 347 00:18:04,671 --> 00:18:05,183 Tell 348 00:18:05,439 --> 00:18:07,743 What's happened to Unity here after saving 349 00:18:09,023 --> 00:18:10,559 See how everything works 350 00:18:12,607 --> 00:18:14,655 Looks like we have some alerts here 351 00:18:14,911 --> 00:18:21,055 Mcanally worry about these you guys are get alerts all the time they're kind of just part for the course I'm in clueless 352 00:18:21,311 --> 00:18:23,359 If we can address those later 353 00:18:24,127 --> 00:18:26,175 Take a look at our drop down menu here 354 00:18:27,199 --> 00:18:32,319 Great surveyselect MOT and I have play it should show up in the console window 355 00:18:33,343 --> 00:18:34,367 I'm emo 356 00:18:34,623 --> 00:18:35,391 Sweet 357 00:18:35,647 --> 00:18:40,511 Looks like we're able to check what item types are in the drop down menu 358 00:18:40,767 --> 00:18:43,071 And then do something based on their condition 359 00:18:43,327 --> 00:18:45,631 That's exactly what we want to do some really cool 360 00:18:46,143 --> 00:18:50,751 Ok we'll go ahead and get rid of this comment without portion Here We Don't Need That Anymore 361 00:18:53,567 --> 00:18:54,847 Save it 362 00:18:56,383 --> 00:18:59,455 So we have a basic script written 363 00:18:59,711 --> 00:19:00,735 Are collectible 364 00:19:01,503 --> 00:19:03,295 How we actually touch 365 00:19:03,551 --> 00:19:04,575 Collectible 366 00:19:05,087 --> 00:19:08,927 Are we detected two players even near the collectible in touching it 367 00:19:09,951 --> 00:19:12,511 When we gonna do there's use a simple box Collider 368 00:19:13,023 --> 00:19:14,815 Peter you sorted your coin 369 00:19:15,583 --> 00:19:17,119 A quick add component 370 00:19:17,375 --> 00:19:20,447 Can adults get a sprite renderer 371 00:19:20,959 --> 00:19:22,751 We have a collectible script on top of it 372 00:19:23,263 --> 00:19:24,799 Banana box Collider 373 00:19:25,311 --> 00:19:28,127 Be sure you select box Collider 2D 374 00:19:28,383 --> 00:19:30,175 And not the regular box Collider 375 00:19:30,943 --> 00:19:35,807 Regular box Collider is for 3D games and it's going to have a collision in the z-axis as well 376 00:19:36,319 --> 00:19:38,111 City of box Collider 2D 377 00:19:39,135 --> 00:19:41,695 Square head in zoom in here 378 00:19:42,207 --> 00:19:43,487 Take a look at what's going on 379 00:19:44,255 --> 00:19:46,559 No it's now we have a green box around 380 00:19:48,095 --> 00:19:49,887 It's actually a box Collider 381 00:19:50,399 --> 00:19:51,679 We can scale it up 382 00:19:52,191 --> 00:19:55,263 The extraction scale in the Y Direction 383 00:19:56,287 --> 00:19:58,847 Actually make it a little bit bigger than the coin 384 00:19:59,103 --> 00:20:01,151 Play match on 61 385 00:20:01,919 --> 00:20:02,687 Alex Grey 386 00:20:03,711 --> 00:20:04,735 Play 387 00:20:09,343 --> 00:20:10,111 Swan 388 00:20:11,135 --> 00:20:14,207 Should be able to actually stop when you touch 389 00:20:15,999 --> 00:20:17,535 Well what's happening is 390 00:20:19,327 --> 00:20:20,351 Is a Collider 391 00:20:20,607 --> 00:20:22,911 Colliding with the coin 392 00:20:23,423 --> 00:20:27,263 The way that you avoid this is actually just said it is Trigger 393 00:20:27,775 --> 00:20:31,615 Now we can walk through the coin but still detect 394 00:20:31,871 --> 00:20:34,175 If the player is touching the coin 395 00:20:34,687 --> 00:20:36,223 Play mode here 396 00:20:36,735 --> 00:20:39,039 Anfisa is Trigger is that a true 397 00:20:39,807 --> 00:20:44,415 We definitely want this to be true across the board for all coins 398 00:20:44,927 --> 00:20:47,487 Just go ahead and say is Trigger too true 399 00:20:47,743 --> 00:20:48,767 Are coin here 400 00:20:49,791 --> 00:20:50,303 And 401 00:20:50,815 --> 00:20:53,631 Then we're going to need to actually create a script 402 00:20:53,887 --> 00:20:56,447 Check to see if we actually touched 403 00:20:56,703 --> 00:20:57,215 Coin 404 00:20:57,727 --> 00:21:03,871 Are we definitely don't need to create a new script because we have a collectible script here we just need to create some more funk 405 00:21:04,127 --> 00:21:06,943 That's a text whether we touched that coin 406 00:21:07,455 --> 00:21:11,295 Double click on collectible here or just go back into Visual Studio 407 00:21:11,807 --> 00:21:13,599 Create a new function 408 00:21:13,855 --> 00:21:17,696 Actually a function that we can just go ahead and use right out of the box with unity 409 00:21:18,720 --> 00:21:19,232 So 410 00:21:19,744 --> 00:21:22,304 Is called ontriggerenter2d 411 00:21:22,816 --> 00:21:28,960 Never forget what is this guy's just Google trigger 2D unity and it'll probably show up 412 00:21:29,216 --> 00:21:29,984 The top of Google 413 00:21:30,240 --> 00:21:31,520 It's void 414 00:21:32,032 --> 00:21:38,176 On trigger enter or there is ontriggerenter2d not on trigger enter that's for 415 00:21:38,432 --> 00:21:42,784 Really just ontriggerenter2d and that's going to ignore the z-axis 416 00:21:45,600 --> 00:21:49,440 When heading created on trigger 2D function for us 417 00:21:49,696 --> 00:21:50,720 What is this mean 418 00:21:51,232 --> 00:21:57,376 What's 9 Saudi update so you know he's not gonna be running what's inside of this function 419 00:21:57,632 --> 00:21:58,144 All the time 420 00:21:58,656 --> 00:22:03,264 Is actually going to only run this when something triggers with this 421 00:22:03,520 --> 00:22:07,616 Specifically when something with a Collider and rigidbody 422 00:22:07,872 --> 00:22:08,896 And that's our player 423 00:22:09,408 --> 00:22:11,712 Collide with this project 424 00:22:12,480 --> 00:22:14,528 Telescope debug.log 425 00:22:16,064 --> 00:22:18,368 I'm touching something 426 00:22:20,416 --> 00:22:21,184 Save it out 427 00:22:21,696 --> 00:22:25,280 Let's go back in the unity and looks like there's no airs that's good 428 00:22:26,048 --> 00:22:29,376 We don't need a drag collectible anywhere because it's already attached 429 00:22:29,888 --> 00:22:30,912 Drag queen 430 00:22:31,168 --> 00:22:32,704 The code we just made 431 00:22:32,960 --> 00:22:34,496 Is actually ready to go 432 00:22:35,008 --> 00:22:36,032 Does it play 433 00:22:39,360 --> 00:22:42,432 Ok I'm Emma appeared in the console that's good 434 00:22:43,456 --> 00:22:44,736 Still there now script 435 00:22:45,248 --> 00:22:47,040 Touch the coin 436 00:22:47,552 --> 00:22:48,320 Right 437 00:22:49,088 --> 00:22:54,464 Awesome it is I'm touching something that is how it doesn't consistently print something into the console 438 00:22:54,720 --> 00:22:56,768 Why happens when I enter 439 00:22:57,280 --> 00:22:58,304 Collision area 440 00:22:59,072 --> 00:23:03,936 Take a look at the collision area there is a US small green box in the same window here 441 00:23:04,960 --> 00:23:06,496 The moment we touch that 442 00:23:10,848 --> 00:23:11,616 Perfect 443 00:23:12,128 --> 00:23:14,432 There's a little problem actually here 444 00:23:14,944 --> 00:23:19,552 What if I had a box so let's take this just for example 445 00:23:19,808 --> 00:23:22,112 What's pasty in make it look like a box 446 00:23:23,136 --> 00:23:24,416 I had a box 447 00:23:25,184 --> 00:23:31,328 Also had a rigidbody2d and again original body is what makes the object actual used 448 00:23:32,864 --> 00:23:34,144 If I had this box 449 00:23:34,400 --> 00:23:35,168 Right here 450 00:23:35,680 --> 00:23:36,960 Play 451 00:23:40,288 --> 00:23:43,104 And I moved is coming over 452 00:23:43,616 --> 00:23:46,176 You see that also interacting with the box 453 00:23:47,200 --> 00:23:48,992 We really don't want that because 454 00:23:49,248 --> 00:23:51,808 Checking if it's touching something 455 00:23:52,320 --> 00:23:55,648 It's going to be collected we are not boxes collecting things 456 00:23:56,160 --> 00:23:59,232 How do we actually check to see if only the player 457 00:23:59,488 --> 00:24:00,512 Is touching the Queen 458 00:24:01,024 --> 00:24:02,560 Taxi really simple 459 00:24:02,816 --> 00:24:04,352 Which is going to put a condition 460 00:24:04,608 --> 00:24:05,632 Inside of a function 461 00:24:06,144 --> 00:24:08,448 Was John back in the Visual Studio here 462 00:24:09,216 --> 00:24:11,520 Open up a script collectible that CS 463 00:24:11,776 --> 00:24:13,312 You must create a condition 464 00:24:13,824 --> 00:24:16,896 Inside of her on trigger enter 2D function 465 00:24:18,432 --> 00:24:19,712 Just gonna go something like this 466 00:24:20,224 --> 00:24:21,760 If the player 467 00:24:22,272 --> 00:24:23,552 Is touching 468 00:24:23,808 --> 00:24:24,576 Me 469 00:24:26,368 --> 00:24:27,136 Print 470 00:24:27,648 --> 00:24:28,672 Collect 471 00:24:31,232 --> 00:24:32,256 In the console 472 00:24:33,792 --> 00:24:35,328 What's this device year 473 00:24:37,120 --> 00:24:38,912 Write this condition out 474 00:24:39,680 --> 00:24:44,288 The way we write this is actually we would use the variable that's included 475 00:24:44,800 --> 00:24:50,944 In the parameters this parentheses is the parameters section of the function that doesn't 476 00:24:51,200 --> 00:24:53,504 Make sense soon we're gonna use this a lot 477 00:24:54,784 --> 00:25:00,928 What are the parameters included in the ontriggerenter2d is the collision or the collider2d 478 00:25:01,184 --> 00:25:07,328 Basically this allows us to know certain information about the collider that's touching the Collector 479 00:25:08,096 --> 00:25:10,144 So what we would write is if 480 00:25:10,400 --> 00:25:11,424 Collision 481 00:25:11,936 --> 00:25:17,568 That's the variable name here lies a very curious of something a variable just look for the lowercase letter 482 00:25:18,080 --> 00:25:19,872 If collision dot 483 00:25:20,128 --> 00:25:22,944 Game object name 484 00:25:23,456 --> 00:25:24,736 Equals equals 485 00:25:25,248 --> 00:25:26,016 Player 486 00:25:26,784 --> 00:25:28,576 Then we're going to do something right 487 00:25:28,832 --> 00:25:31,648 Debug.log collect 488 00:25:37,280 --> 00:25:39,072 Looks like we forgot her 489 00:25:39,840 --> 00:25:41,120 Close princess is here 490 00:25:41,888 --> 00:25:42,656 Erika 491 00:25:42,912 --> 00:25:44,448 Analitik play 492 00:25:44,960 --> 00:25:45,984 And see what happens 493 00:25:50,336 --> 00:25:56,224 Looks like if I jump up on the platform here and when the right like collect is being fired 494 00:25:56,992 --> 00:25:57,504 Perfect 495 00:25:58,528 --> 00:26:01,600 Alright let's check and see if this box 496 00:26:01,856 --> 00:26:02,624 Dear 497 00:26:03,392 --> 00:26:06,464 Will do the same thing we definitely got one at 2 but that's check 498 00:26:07,744 --> 00:26:11,584 Good looks like nothing's happening even if I clear the console window 499 00:26:13,120 --> 00:26:16,192 Not interacting with the coin that's perfect 500 00:26:16,448 --> 00:26:17,216 Alright 501 00:26:19,008 --> 00:26:20,032 Really quick 502 00:26:20,544 --> 00:26:21,568 What is the white the 503 00:26:22,080 --> 00:26:23,616 Coin to disappear 504 00:26:24,128 --> 00:26:25,152 Emily white 505 00:26:25,408 --> 00:26:28,992 A new player script to actually add a coin to its inventory 506 00:26:29,248 --> 00:26:30,784 It's actually really simple 507 00:26:31,296 --> 00:26:37,440 Are we going to do with type game object in lowercase game object is actually just a reference that 508 00:26:37,696 --> 00:26:41,280 The news for the actual game object that contains the Script 509 00:26:41,536 --> 00:26:42,304 Turn this case 510 00:26:42,560 --> 00:26:43,584 A coin 511 00:26:43,840 --> 00:26:45,632 That said active 512 00:26:46,400 --> 00:26:47,168 To force 513 00:26:47,424 --> 00:26:53,568 Set the parent object so that's the coin in any children inside of the Queen Sofia 514 00:26:53,824 --> 00:26:59,968 What goes inside a bitcoin or maybe some players are some gloves disabled as well or dry 515 00:27:00,224 --> 00:27:03,808 What is a better word meaning of the word deactivated 516 00:27:04,064 --> 00:27:06,112 Not disabled or enabled 517 00:27:06,624 --> 00:27:09,184 Because enabled in disabled or referencing 518 00:27:09,440 --> 00:27:14,048 Enabling in disabling scripts this is enabling and disabling 519 00:27:14,304 --> 00:27:15,584 The polygon Collider 520 00:27:15,840 --> 00:27:18,912 Is disabling and enabling the sprite renderer 521 00:27:19,168 --> 00:27:23,520 This is deactivating the game object the other gameobject is now 522 00:27:24,032 --> 00:27:24,800 Dawn 523 00:27:25,824 --> 00:27:27,104 Open the actual scene 524 00:27:27,616 --> 00:27:33,504 And it's also faded out your dad's deactivating so you can have to memorise activating 525 00:27:33,760 --> 00:27:38,880 Is related to this toggle here which deactivates a gameobject entirely 526 00:27:39,392 --> 00:27:43,488 Includes stopping all of the scripts associated with it 527 00:27:43,744 --> 00:27:46,560 So think about this is pulling the power plug 528 00:27:46,816 --> 00:27:50,912 For your actual game objects I want to deactivate this coin 529 00:27:51,168 --> 00:27:55,520 I'm pulling the power plug to the entire thing I must destroy it entirely 530 00:27:55,776 --> 00:28:00,384 All of the scripts the spray render at the box Collider at the collectible clothes off stop 531 00:28:00,640 --> 00:28:03,456 Disabling the collectible script 532 00:28:04,480 --> 00:28:10,624 Just stop the Script by the renderer for the Sprite will still be there the game object is still running 533 00:28:10,880 --> 00:28:14,208 Ask later is still there we just disabling The Script 534 00:28:14,976 --> 00:28:16,512 So when I deactivate 535 00:28:16,768 --> 00:28:18,816 The entire game object 536 00:28:19,072 --> 00:28:23,168 The way you do that is gameobject set active 537 00:28:23,680 --> 00:28:26,496 Go ahead and hit play 538 00:28:27,008 --> 00:28:29,312 See if that actually does what we need it to 539 00:28:29,568 --> 00:28:32,128 The moment we touched the coin it should just disappear 540 00:28:34,944 --> 00:28:35,712 Jump 541 00:28:38,784 --> 00:28:39,808 Regardless of the Queen 542 00:28:40,576 --> 00:28:41,344 Awesome 543 00:28:42,368 --> 00:28:46,720 Another way of achieving a similar effect is actually just destroying the object 544 00:28:46,976 --> 00:28:53,120 So we can pull the power plug or deactivate the object or we can just destroy it entirely 545 00:28:53,376 --> 00:28:55,424 Does comment out this line 546 00:28:55,936 --> 00:28:59,008 Actually just destroyed the game and you can see what happens 547 00:28:59,264 --> 00:29:00,288 Destroy 548 00:29:01,056 --> 00:29:02,848 What game effect 549 00:29:03,872 --> 00:29:10,016 Really quick guys any time you see something inside of a printer sees when were calling or doing a function like 550 00:29:10,272 --> 00:29:10,784 Destroy 551 00:29:11,296 --> 00:29:13,088 That's called the parameters 552 00:29:13,600 --> 00:29:17,440 Cell parameters are passed through functions so in this case 553 00:29:17,952 --> 00:29:22,816 Inside of the Destroy function which is a function we can use inside of any game object 554 00:29:23,840 --> 00:29:27,424 There are actually two parameters inside of the Destroy function 555 00:29:27,680 --> 00:29:33,056 What do you want to destroy that's the game object but if you press the comma key 556 00:29:33,568 --> 00:29:36,128 You can actually see right here can you give us a hint 557 00:29:36,384 --> 00:29:37,152 Float 558 00:29:37,408 --> 00:29:37,920 T 559 00:29:38,176 --> 00:29:41,504 Does that mean that means well how many seconds do we want to wait 560 00:29:41,760 --> 00:29:42,784 To destroy 561 00:29:43,296 --> 00:29:46,624 We can do 0 f or just remove it entirely 562 00:29:47,136 --> 00:29:49,696 Is going to destroy the gameobject immediately 563 00:29:50,208 --> 00:29:51,488 To see how this looks 564 00:29:52,000 --> 00:29:53,024 Go ahead Nick play 565 00:29:56,864 --> 00:29:58,912 Well unsurprisingly 566 00:29:59,936 --> 00:30:00,960 Identical 567 00:30:01,216 --> 00:30:03,776 But you can see it's been removed entirely 568 00:30:04,032 --> 00:30:05,568 Hierarchy here 569 00:30:07,872 --> 00:30:10,944 Was coins like that actually I'm ok with destroying the coin 570 00:30:11,456 --> 00:30:17,600 Everything is once we exit play mode it's not actually destroying it permanently it's just destroying it in play mode 571 00:30:18,368 --> 00:30:24,000 Can I see ok with that I'm fine destroying the coin because I know we never going to be able to collect a coin again 572 00:30:24,256 --> 00:30:25,536 When were playing this game 573 00:30:25,792 --> 00:30:31,168 That's fine we can keep destroy that came object remove this comment here 574 00:30:32,704 --> 00:30:38,848 There we go save it out just know you disable components and scripts you can deactivate 575 00:30:39,104 --> 00:30:40,896 Object that is pulling the power plug 576 00:30:41,152 --> 00:30:46,016 Or we can destroy gameobject entirely and destroys everything associated with them 577 00:30:46,272 --> 00:30:50,880 Game object to transform the components the scripts running on it 578 00:30:51,136 --> 00:30:57,024 Everything we talking about parameters during this course so don't worry too much if it doesn't make sense 579 00:30:57,792 --> 00:31:02,656 Ok so what if we wanted the player to actually collect this coin 580 00:31:03,424 --> 00:31:06,496 Where would a coin go if we just destroy the coin 581 00:31:06,752 --> 00:31:07,776 Where is a girl 582 00:31:08,288 --> 00:31:13,408 What everything in video games guys it's stored in simple variables 583 00:31:13,664 --> 00:31:19,808 Directly going anywhere it's like the Queen is going into this game objects pocket as I was going 584 00:31:20,064 --> 00:31:24,672 Not even going to a UI element inside a move to a UI element 585 00:31:24,928 --> 00:31:28,000 All we want to do is tell the player 586 00:31:28,512 --> 00:31:33,376 That we have a coin that's all we need to know we need to know how many coins is a player have 587 00:31:33,632 --> 00:31:35,168 That's the most important thing 588 00:31:35,424 --> 00:31:40,288 Then we can make graphics for the screen lighter that reflect how many coins we have 589 00:31:41,056 --> 00:31:45,920 So all we need to do is increase the coin amount the player has 590 00:31:46,432 --> 00:31:47,200 I want 591 00:31:47,968 --> 00:31:51,296 The way we do that is not inside of a collectible script just yet 592 00:31:51,552 --> 00:31:54,624 Yes you need to create a new variable inside of new player 593 00:31:54,880 --> 00:31:56,672 What's double click new player here 594 00:31:57,440 --> 00:32:03,584 Create a new variable called private integer because you can only get pieces of coins 595 00:32:03,840 --> 00:32:08,192 Play this is going to be the one going to coins a million coins etc 596 00:32:08,704 --> 00:32:11,008 Private ENT coins 597 00:32:13,568 --> 00:32:15,360 Coins collected 598 00:32:16,896 --> 00:32:20,736 And by default it's going to be 0 so we don't need to actually write that out 599 00:32:21,248 --> 00:32:22,016 Semicolon 600 00:32:22,528 --> 00:32:25,856 Now we have a new variable called coins collected 601 00:32:26,880 --> 00:32:27,392 Great 602 00:32:27,648 --> 00:32:30,208 Now if we're going to a collectible script here 603 00:32:31,488 --> 00:32:37,632 Before we destroy the coin when we collect it we need to make sure we increase the players coin and 604 00:32:38,400 --> 00:32:43,008 The way we do there is through the game object that find command 605 00:32:43,520 --> 00:32:46,848 And then also gameobject at getcomponent command 606 00:32:47,360 --> 00:32:51,968 This is probably some of the weirdest syntax you can be using 607 00:32:52,224 --> 00:32:54,016 When you're writing c-sharp scripts 608 00:32:54,528 --> 00:32:57,600 And this was one that I certainly had memorise 609 00:32:57,856 --> 00:33:02,464 So don't get overwhelmed we going to do this a lot when we're creating a game 610 00:33:02,720 --> 00:33:07,584 So just practise riding with script because you're going to be using this a lot inside of Unity 611 00:33:08,352 --> 00:33:12,704 So to find the player we go game object that find 612 00:33:14,240 --> 00:33:18,080 Player so it's going to look for a game object called player 613 00:33:18,592 --> 00:33:24,736 Do you know if he's going to look around going to get a magnifying glass is that looking around in the scene really quickly 614 00:33:25,248 --> 00:33:27,808 Or a game object card player 615 00:33:28,064 --> 00:33:29,344 If I find one 616 00:33:30,112 --> 00:33:32,160 Is going to look for a component 617 00:33:32,416 --> 00:33:34,976 Gameobject get component 618 00:33:35,232 --> 00:33:39,072 And another way of putting this is going to look for a script that's currently running 619 00:33:39,328 --> 00:33:41,632 Look for the new player script 620 00:33:41,888 --> 00:33:42,912 Sky News 621 00:33:43,936 --> 00:33:48,288 Less than and greater than sign here and we're going to do new player 622 00:33:48,800 --> 00:33:52,640 And then to parentheses I know it's weird but that's just the same tax 623 00:33:53,152 --> 00:33:53,664 Diet 624 00:33:54,944 --> 00:33:55,712 Was it called 625 00:33:56,224 --> 00:33:56,992 Coins 626 00:33:57,248 --> 00:33:58,016 Elected 627 00:33:59,296 --> 00:34:00,832 Equals 1 628 00:34:03,392 --> 00:34:09,536 So that's how we actually look for a game object and then we look for the component associated with it 629 00:34:09,792 --> 00:34:10,816 Which is new player 630 00:34:11,072 --> 00:34:13,888 Which again that's where are coins collected very Berlin 631 00:34:14,144 --> 00:34:17,216 Variable is not inside of the game object 632 00:34:17,472 --> 00:34:19,264 Is the side of the component 633 00:34:19,520 --> 00:34:25,152 On the game object take a look at unity here we'll get an error thrown don't worry about it 634 00:34:25,664 --> 00:34:27,200 What's like a player here 635 00:34:29,760 --> 00:34:30,528 Serious 636 00:34:31,808 --> 00:34:33,856 There's a new player script 637 00:34:34,368 --> 00:34:40,512 On the player game object this is the game object the name player 638 00:34:40,768 --> 00:34:41,280 Air player 639 00:34:41,792 --> 00:34:47,168 There's a component or a script again component in script are pretty much synonymous 640 00:34:47,936 --> 00:34:49,984 Is a new player script on here 641 00:34:50,240 --> 00:34:56,128 Inside of the new player script there is a variable called coins collected 642 00:34:56,640 --> 00:35:00,992 So this gameobject define player.get component 643 00:35:02,016 --> 00:35:06,624 That coins collected is just a way for us to slowly trail into 644 00:35:06,880 --> 00:35:07,648 The Script 645 00:35:08,416 --> 00:35:11,744 I'm looking see ok is there a coin collector variable 646 00:35:12,000 --> 00:35:14,304 If there is set it to 1 647 00:35:14,560 --> 00:35:15,072 Ok 648 00:35:16,352 --> 00:35:16,864 Now 649 00:35:17,376 --> 00:35:21,728 I know that there might be a little bit confusing to trust me we're going to be using this or what 650 00:35:21,984 --> 00:35:28,128 So if you feel overwhelmed right now just type this out in we're going to keep practising it's going to become s 651 00:35:28,384 --> 00:35:30,176 Promise don't get overwhelmed 652 00:35:30,432 --> 00:35:31,968 I'm looking for the player 653 00:35:32,224 --> 00:35:34,528 I'm looking for the component you player 654 00:35:35,040 --> 00:35:38,624 And then we're looking for a variable called coins collected 655 00:35:39,392 --> 00:35:40,672 What is a problem here 656 00:35:41,184 --> 00:35:44,512 When collected has a red zigzag and why is that 657 00:35:45,024 --> 00:35:48,608 Well it's actually inaccessible due to its protection level 658 00:35:49,120 --> 00:35:51,680 That means that it's private 659 00:35:52,192 --> 00:35:57,312 That's my private and public variable are that didn't make sense in the earlier sections of this course 660 00:35:57,824 --> 00:36:02,432 It's private meaning I can access it inside of new player so I could type 661 00:36:02,688 --> 00:36:03,712 Coins 662 00:36:03,968 --> 00:36:06,272 Collected = 200 rate 663 00:36:06,528 --> 00:36:08,320 I could do that all day long I wanted to 664 00:36:08,832 --> 00:36:12,416 Because I'm inside of a new player script in me 665 00:36:12,672 --> 00:36:14,208 And this script is 666 00:36:14,464 --> 00:36:19,584 Changing this variable that's because it's private means I can only do it instead of The Script 667 00:36:19,840 --> 00:36:24,192 So this is an instance where we go look we have to be public 668 00:36:24,448 --> 00:36:27,008 The coins collected is a public variable 669 00:36:27,520 --> 00:36:29,568 Meaning other scripts can access it 670 00:36:29,824 --> 00:36:30,592 Delete this 671 00:36:32,128 --> 00:36:32,896 Now 672 00:36:33,152 --> 00:36:34,688 Exec is gone 673 00:36:35,200 --> 00:36:40,064 That means we can set coins collected one the moment we collect this coin 674 00:36:40,832 --> 00:36:42,624 The lift test for sale 675 00:36:42,880 --> 00:36:44,160 Play here 676 00:36:47,744 --> 00:36:48,768 And run 677 00:36:49,536 --> 00:36:50,560 And then jump 678 00:36:51,840 --> 00:36:53,120 First off 679 00:36:53,632 --> 00:36:54,656 Where we collect a coin 680 00:36:54,912 --> 00:36:56,448 Let's see how many coins we have 681 00:36:56,704 --> 00:36:58,496 We have 0 over here 682 00:36:58,752 --> 00:36:59,776 In the new player 683 00:37:00,032 --> 00:37:00,544 Campania 684 00:37:02,336 --> 00:37:03,104 I ran over 685 00:37:04,384 --> 00:37:06,432 Looks like coin collecting is one 686 00:37:06,944 --> 00:37:09,248 Awesome that's great so now we have 687 00:37:10,016 --> 00:37:11,040 A coin 688 00:37:11,808 --> 00:37:15,904 Don't go heading copy and paste this coin all over the place in start collecting coins 689 00:37:16,416 --> 00:37:17,952 Let's be careful though 690 00:37:18,208 --> 00:37:21,536 We actually go inside of this prefab and take a look at it 691 00:37:22,048 --> 00:37:25,632 What is the prefab only has a Sprite renderer attached to it 692 00:37:26,144 --> 00:37:27,424 Where did everything go 693 00:37:27,680 --> 00:37:28,192 Well 694 00:37:28,448 --> 00:37:30,496 What we've added to this coin 695 00:37:30,752 --> 00:37:35,872 Are additional features that are necessarily at the root level of the prefab 696 00:37:36,128 --> 00:37:37,920 Is there a digital features 697 00:37:38,176 --> 00:37:38,944 With added 698 00:37:39,456 --> 00:37:45,600 How do we apply them to the prefab so that this prefab is identical across the game 699 00:37:45,856 --> 00:37:46,624 When we duplicate 700 00:37:47,648 --> 00:37:49,440 The way we do that is we can either 701 00:37:49,696 --> 00:37:55,840 Add each one individually inside of the prefab here and edit the route prefab so we could add a 4 702 00:37:56,096 --> 00:37:58,656 Collider we could add the collectible script 703 00:37:59,936 --> 00:38:01,216 Is a better way to do that 704 00:38:01,728 --> 00:38:03,776 Go back into a scene here 705 00:38:04,288 --> 00:38:05,824 I'm here 706 00:38:06,592 --> 00:38:10,688 Allow us to apply all of the changes to this prefab 707 00:38:11,456 --> 00:38:14,528 To the original route prefab coin 708 00:38:15,296 --> 00:38:19,904 Anyway be careful doing this is a basically like saving over a document 709 00:38:20,160 --> 00:38:26,304 When you're actually working in Microsoft Word or Photoshop or something this is basically saving over a prefab 710 00:38:26,560 --> 00:38:30,400 Well we don't have any other coins in a game without been using anywhere else 711 00:38:30,656 --> 00:38:32,704 Go ahead and hit apply 712 00:38:34,240 --> 00:38:37,312 Now when we drag the coin prefab into the game 713 00:38:39,104 --> 00:38:41,664 Has all of the same properties 714 00:38:42,432 --> 00:38:45,248 Including the box Collider in The Script on it 715 00:38:45,760 --> 00:38:47,296 The other coin has 716 00:38:50,368 --> 00:38:51,392 That looks great 717 00:38:51,904 --> 00:38:57,792 Let's be sure we keep things clean and going to be tempted to just create a game guys and that actually clean up 718 00:38:58,048 --> 00:39:02,144 So what you want to do is actually drag this down but put it next to the other coin 719 00:39:02,400 --> 00:39:03,424 In hierarchy 720 00:39:03,936 --> 00:39:05,728 Just so everything is nice and organised 721 00:39:06,752 --> 00:39:10,336 Sweet so now we have all these coins so I had hit play here 722 00:39:12,640 --> 00:39:14,176 Insert collecting coins 723 00:39:14,944 --> 00:39:18,528 That's great so we've collected 12 724 00:39:19,296 --> 00:39:20,064 Masham 725 00:39:21,344 --> 00:39:23,392 345 726 00:39:24,160 --> 00:39:27,488 Let's take a look at our player here and make sure he's collected 5 coins 727 00:39:28,000 --> 00:39:30,816 Does collapse all the players here just click on player here 728 00:39:32,608 --> 00:39:34,656 Looks like we still only have one coin 729 00:39:35,168 --> 00:39:35,936 What's going on 730 00:39:36,448 --> 00:39:40,032 What the reason that is is because we just set the variable 731 00:39:41,056 --> 00:39:41,824 1 732 00:39:42,336 --> 00:39:43,616 We need iterator 733 00:39:43,872 --> 00:39:45,408 30 plus equals 734 00:39:45,664 --> 00:39:46,176 1 735 00:39:46,944 --> 00:39:53,088 Anything goes when I go to use time that deltatime remember that for like counters and moving 736 00:39:53,344 --> 00:39:54,112 Update 737 00:39:54,624 --> 00:39:56,928 Just collecting integer 738 00:39:57,184 --> 00:39:58,976 Plus equals one is fine 739 00:39:59,232 --> 00:40:05,376 Because it's ontriggerenter meaning with touched it once with entered into the box Collider 740 00:40:05,632 --> 00:40:08,704 It's only going to do it once that's fine 741 00:40:08,960 --> 00:40:10,752 We don't need time to time here 742 00:40:11,008 --> 00:40:15,104 Not again guys + = 1 is the same as riding this 743 00:40:15,360 --> 00:40:21,504 Find player that get component new player that coins collected equals gameobject that's fine 744 00:40:21,760 --> 00:40:23,296 Ms carpets 745 00:40:23,552 --> 00:40:27,392 Is the same thing is equal in itself plus 1 746 00:40:27,648 --> 00:40:30,464 So if itself equals 2 is going to add 747 00:40:32,256 --> 00:40:33,280 Plus 1 748 00:40:33,536 --> 00:40:35,840 So if coin collected equals to 749 00:40:36,096 --> 00:40:40,192 What is going to say collected = coins collected + 1 750 00:40:40,704 --> 00:40:41,984 Then it turns 23 751 00:40:42,496 --> 00:40:48,384 Then the next time you got to go in it will take me 3 so it's going to equal 3 + 1 which is or 752 00:40:48,896 --> 00:40:51,712 A quicker way to write this is just plus equals 753 00:40:52,224 --> 00:40:53,248 That's all that is 754 00:40:53,504 --> 00:40:57,856 And now we're going to either way up one when we actually collect the collectible 755 00:40:59,392 --> 00:40:59,904 Ok 756 00:41:00,160 --> 00:41:00,928 Set alarm 757 00:41:05,792 --> 00:41:08,096 Soccer player so we can watch it 758 00:41:09,376 --> 00:41:15,520 Ways to test guys you can have either your coins getting printed to the console or you can just look at 759 00:41:15,776 --> 00:41:17,824 You see realised or public variables 760 00:41:18,080 --> 00:41:19,616 In the inspector over here 761 00:41:20,128 --> 00:41:21,664 We have one coin 762 00:41:23,456 --> 00:41:25,248 No I had to Great 763 00:41:28,320 --> 00:41:33,184 Now we have three looks like it's working awesome so now we can collect coins in a game 56886

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