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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 We can also make the 2 00:00:13,056 --> 00:00:17,152 Animate is well so what I'm going to do as I'm going to go into my enemy prefab 3 00:00:17,408 --> 00:00:18,432 I'm going to create 4 00:00:18,688 --> 00:00:19,712 In animation 5 00:00:19,968 --> 00:00:20,736 A new folder 6 00:00:21,760 --> 00:00:23,808 And we'll call this enemies 7 00:00:25,344 --> 00:00:28,416 And this first enemy type is going to be a walker 8 00:00:29,952 --> 00:00:31,488 I'm going to call this Walker 9 00:00:33,280 --> 00:00:34,048 Lock 10 00:00:35,584 --> 00:00:40,448 So what I'm going to do is just have him sort of squish right so you click the record button here 11 00:00:41,216 --> 00:00:47,360 And all he's going to do it squish up and down up and down so I can simply 12 00:00:48,384 --> 00:00:50,432 Have him start about here 13 00:00:50,944 --> 00:00:55,808 Go to 1 seconds and squished down like this as his wishes down 14 00:00:56,064 --> 00:00:57,344 I'm also going to squish 15 00:00:57,856 --> 00:01:00,397 Horizontally so it's almost like he's compressing see that 16 00:01:00,399 --> 00:01:02,747 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:02,748 --> 00:01:04,512 How many copies of the first frame based at 2 seconds 18 00:01:05,792 --> 00:01:08,096 Ian is a little extreme 19 00:01:08,352 --> 00:01:09,632 Bring him up a little 20 00:01:09,888 --> 00:01:10,912 And I do something like 21 00:01:11,168 --> 00:01:12,704 This is here 22 00:01:12,960 --> 00:01:13,728 There we go 23 00:01:16,544 --> 00:01:17,312 Alright 24 00:01:18,080 --> 00:01:19,616 That looks great 25 00:01:20,896 --> 00:01:22,688 When you can see the attack box 26 00:01:24,480 --> 00:01:26,784 Is squishing as well which is totally fine 27 00:01:28,576 --> 00:01:30,112 Alright so that is 28 00:01:30,880 --> 00:01:34,464 Simple walking state in let's go ahead in create 29 00:01:34,976 --> 00:01:36,000 A hurt state 30 00:01:36,256 --> 00:01:42,400 Remember you only use the same sort of naming conventions in your game whenever you're creating a new animation or a new character 31 00:01:42,656 --> 00:01:47,264 The Script are we speaking at naming conventions and syntax so with the player 32 00:01:47,520 --> 00:01:49,312 It's cold player hurt 33 00:01:49,568 --> 00:01:51,104 Just go ahead into the enemy 34 00:01:51,616 --> 00:01:54,176 Create a new animation called Walker 35 00:01:54,432 --> 00:01:54,944 Hurt 36 00:01:55,456 --> 00:01:59,040 Emily use the same sort of mentality here we're going to disable the sprite 37 00:02:00,832 --> 00:02:02,880 For a brief second 38 00:02:06,208 --> 00:02:11,328 Come back and see her after half a second and that's a little too slow 39 00:02:11,840 --> 00:02:13,888 So something like this maybe 40 00:02:15,424 --> 00:02:17,216 Yeah that would be great so 41 00:02:17,984 --> 00:02:21,568 The Sprite renderer is disabled in the Pops back on 42 00:02:22,848 --> 00:02:25,664 Such as a symbol indication that he has been hurt 43 00:02:26,688 --> 00:02:28,992 And because you and I know 44 00:02:29,248 --> 00:02:32,064 Slightly what we want to do here with this in American dollar 45 00:02:32,576 --> 00:02:38,208 When you slept on the enemy you can see now we have a new in American troller just like we had with the player right 46 00:02:38,464 --> 00:02:40,512 Well let's take a look here 47 00:02:41,280 --> 00:02:43,584 If for example we won in the 48 00:02:43,840 --> 00:02:47,936 Walker for some reason to start out as hurt the moment 49 00:02:48,192 --> 00:02:51,520 Press play gashi right click and save set as layer default state 50 00:02:51,776 --> 00:02:53,568 And Hill start as Walker hurt 51 00:02:54,592 --> 00:02:59,456 But we definitely want to start as Walker walk I just wanted to show that that's what you can do it you can 52 00:02:59,968 --> 00:03:04,064 Change which one is orange which means that the default state that's what we start at 53 00:03:05,344 --> 00:03:09,184 Ok so it creates a minute here what do a trigger and it's going to be 54 00:03:10,208 --> 00:03:13,024 Hurt right now please be careful here 55 00:03:13,536 --> 00:03:16,352 Do we want our premises to be uppercase 56 00:03:16,608 --> 00:03:22,752 Remember guys if you're working with the team or if you just working with yourself for the long-term you when I have proper syntax 57 00:03:23,008 --> 00:03:24,800 I think I may have been a mistake here 58 00:03:25,056 --> 00:03:28,896 I think it might need to be a lowercase w double check your let's go to a player 59 00:03:29,152 --> 00:03:30,432 And look at his premises 60 00:03:30,944 --> 00:03:37,088 Those are all lowercase just like a variable so always be careful with your parameters in Odyssey 61 00:03:37,344 --> 00:03:39,904 Is your premises they should be lowercase all the time 62 00:03:40,416 --> 00:03:44,256 Because the basically variables variables are always lowercase 63 00:03:44,512 --> 00:03:47,072 Functions in classes are always uppercase 64 00:03:47,328 --> 00:03:49,888 Ok just go back to it enemy here 65 00:03:51,168 --> 00:03:53,216 Change this to lowercase 66 00:03:53,472 --> 00:03:53,984 Hurt 67 00:03:55,520 --> 00:03:57,056 Then we're going to create a new transition 68 00:03:57,312 --> 00:03:58,336 Make transition 69 00:04:01,664 --> 00:04:03,968 And do we want 70 00:04:04,224 --> 00:04:05,504 Hurt to be looped 71 00:04:05,760 --> 00:04:07,552 Note so I can double click on the animation 72 00:04:07,808 --> 00:04:08,832 Turn off the time 73 00:04:09,088 --> 00:04:10,368 Go back to a transition here 74 00:04:10,624 --> 00:04:12,672 Nsp condition if hurt 75 00:04:12,928 --> 00:04:15,232 Then go to The Hurt animation 76 00:04:15,744 --> 00:04:16,768 Do we want to wait 77 00:04:17,536 --> 00:04:18,303 4 78 00:04:18,559 --> 00:04:24,703 The Walker walk in a mission to complete meaning do we want exit time no turn it off 79 00:04:24,959 --> 00:04:28,287 We're having an immediate transition very fast and snappy when we get hurt 80 00:04:29,055 --> 00:04:35,199 Or when the water gets hurt then we're going to get another train station back to Walker walk do we 81 00:04:35,455 --> 00:04:38,271 An exit I'm sure something like .3 82 00:04:39,551 --> 00:04:40,831 Transition duration 83 00:04:41,599 --> 00:04:42,623 I don't think we need one 84 00:04:42,879 --> 00:04:44,671 That's fine 85 00:04:44,927 --> 00:04:46,463 Any snow conditions for that 86 00:04:46,719 --> 00:04:47,999 And also guys 87 00:04:49,023 --> 00:04:55,167 We want to make sure that there is an interaction right so if were transitioning back to walk and you punch the Walker again 88 00:04:55,423 --> 00:04:56,959 Do you want to immediately 89 00:04:57,471 --> 00:04:59,519 Cancel this transition and go to this 90 00:04:59,775 --> 00:05:00,543 Absolutely 91 00:05:00,799 --> 00:05:03,615 Does turn on in Russian tortoise is going to be the next date 92 00:05:04,127 --> 00:05:07,455 Alright save it out here and then finally 93 00:05:08,223 --> 00:05:10,271 We're going to go to the enemy script 94 00:05:13,343 --> 00:05:19,487 Here we go we have this heart function here so what we need to do first is go up to you are references in the enemy script 95 00:05:19,743 --> 00:05:23,839 I'm going to do is alphabetically we gonna start of the top tier of the references section 96 00:05:24,095 --> 00:05:26,143 I'm going to go serializefield 97 00:05:26,655 --> 00:05:27,935 It's going to be private 98 00:05:28,447 --> 00:05:30,239 It's going to be an animator class 99 00:05:30,495 --> 00:05:31,775 Animator is the name 100 00:05:33,311 --> 00:05:35,103 Abacus and then lowercase 101 00:05:35,359 --> 00:05:38,687 For the name then we go down to our hurt function 102 00:05:39,455 --> 00:05:42,015 I'm going to type animator set 103 00:05:42,527 --> 00:05:43,551 Trigger 104 00:05:43,807 --> 00:05:44,831 What's the trigger 105 00:05:47,391 --> 00:05:50,719 Say that out in the back in the Unity 106 00:05:51,231 --> 00:05:52,767 N1 final thing guys 107 00:05:53,023 --> 00:05:55,327 We want to make sure that are animator 108 00:05:56,607 --> 00:06:00,191 Is define right so let's go to our enemy script here 109 00:06:00,703 --> 00:06:01,727 Dental references 110 00:06:01,983 --> 00:06:08,127 Looks like animator is not defined so we argue just drag in a meter and again guys just to review 111 00:06:08,383 --> 00:06:09,919 Technically we can also 112 00:06:10,175 --> 00:06:12,991 We defined it in the start here we could do a animator equals 113 00:06:13,247 --> 00:06:14,015 Getcomponent 114 00:06:16,319 --> 00:06:17,343 Animator 115 00:06:18,623 --> 00:06:22,975 Something like that too but I seen a reason why we can't just drag and drop it 116 00:06:26,047 --> 00:06:27,583 Selco hip play here 117 00:06:28,095 --> 00:06:30,143 And see what happens 118 00:06:32,703 --> 00:06:33,727 For some reason error 119 00:06:34,239 --> 00:06:35,263 Enemy disappear 120 00:06:36,543 --> 00:06:38,847 Why is that well is down here 121 00:06:39,359 --> 00:06:45,503 This is actually a common problem and I wanted to addressed in these tutorials basically what's happening 122 00:06:48,063 --> 00:06:51,391 Look at that his position is being set why is that 123 00:06:51,903 --> 00:06:58,047 What is because in a walker walk in a nation look we didn't just adjust the scale looks like we all 124 00:06:58,303 --> 00:06:59,071 For some reason 125 00:06:59,583 --> 00:07:01,119 Adjusted the position 126 00:07:01,375 --> 00:07:04,703 So his position is constantly being set to this value here 127 00:07:04,959 --> 00:07:08,031 If I turn off the animator go actually go about his business 128 00:07:08,543 --> 00:07:12,639 So what's really happening to jump into the enemy 129 00:07:13,151 --> 00:07:14,431 Emily show you what happened 130 00:07:15,199 --> 00:07:17,759 When do you use the right tool 131 00:07:18,015 --> 00:07:19,295 2 scale things 132 00:07:20,831 --> 00:07:21,343 Well 133 00:07:21,599 --> 00:07:27,743 Are falcons at the centre so unity is doing some kind of mafia to keep his position at the rights but you can't even 134 00:07:27,999 --> 00:07:29,023 Jittery right here 135 00:07:29,535 --> 00:07:31,327 It's actually moving 136 00:07:31,583 --> 00:07:34,655 The object isn't that weird look at the Y position 137 00:07:34,911 --> 00:07:35,935 As a skillet 138 00:07:36,191 --> 00:07:37,727 My position is changing 139 00:07:37,983 --> 00:07:42,847 So what happens if I delete the enemy position properties from the animation 140 00:07:43,103 --> 00:07:45,151 This is what he actually looks like 141 00:07:45,407 --> 00:07:46,431 When we scale him 142 00:07:47,199 --> 00:07:52,575 We don't really want this because like his legs are rising up he's not actually stuck to the ground 143 00:07:53,087 --> 00:07:57,695 So how do we address this how do we make the fulcrum at the bottom 144 00:07:57,951 --> 00:07:58,719 Well 145 00:07:58,975 --> 00:08:00,255 Where could do is actually go 146 00:08:01,535 --> 00:08:05,119 Select my enemy Sprite here 147 00:08:05,631 --> 00:08:08,703 City graphics hearing quick spray editor 148 00:08:09,983 --> 00:08:11,519 How many go to this 149 00:08:13,055 --> 00:08:15,871 I'm going to go find my enemy here 150 00:08:16,639 --> 00:08:18,687 Where are you and he's somewhere 151 00:08:19,199 --> 00:08:24,575 Is somewhere to go ahead and selectors enemy here 152 00:08:25,087 --> 00:08:26,879 Address Lee drag 153 00:08:27,391 --> 00:08:29,439 Fulcrum or the pivot 154 00:08:29,951 --> 00:08:31,231 To that right here to that 155 00:08:31,743 --> 00:08:35,583 Basically app .5 let's move it out here and then 0 156 00:08:36,607 --> 00:08:38,143 And then I'm going to apply 157 00:08:39,679 --> 00:08:41,983 Alright what exit out of spray editor here 158 00:08:42,495 --> 00:08:43,519 And luck 159 00:08:43,775 --> 00:08:45,567 Now he's centrepoint 160 00:08:46,335 --> 00:08:47,359 Is actually 161 00:08:47,615 --> 00:08:49,663 Hear insides pushing him up 162 00:08:49,919 --> 00:08:50,943 What's go ahead 163 00:08:51,199 --> 00:08:52,479 And make a scale 164 00:08:52,735 --> 00:08:54,015 Just a perfect one 165 00:08:54,271 --> 00:08:56,831 And look I want to make sure that were not in preview mode 166 00:08:57,343 --> 00:09:03,487 Ok exit preview mode going to say his scale to one by one by one that is default original scale 167 00:09:03,743 --> 00:09:04,255 Ok 168 00:09:04,511 --> 00:09:05,279 So 169 00:09:05,535 --> 00:09:10,655 Now his Attax boxes down there so it's actually just move it up just like that 170 00:09:11,423 --> 00:09:13,471 So now when you look at the scale look 171 00:09:17,823 --> 00:09:23,967 He still squishing but we're not changing the position that's what I want ok good if I did make sense 172 00:09:24,223 --> 00:09:30,367 As I totally get it it's one of those things can a weird with unity when you change the pitch of a spray then it does 173 00:09:30,623 --> 00:09:31,135 What's a shift 174 00:09:31,391 --> 00:09:37,535 The exposition if that makes sense I would recommend just watching that portion over in really trying to understand what's 175 00:09:38,815 --> 00:09:39,327 Ok 176 00:09:39,839 --> 00:09:43,167 So now hopefully when we have play here 177 00:09:43,423 --> 00:09:49,311 So he's kind of working but for some reason covering why is that well you want to be careful guys 178 00:09:49,823 --> 00:09:52,127 When you go on and change the pitch of a Sprite 179 00:09:52,639 --> 00:09:55,967 It's going to change other things as well like the rigid body 180 00:09:56,223 --> 00:09:59,807 And a capsule Collider so let's take a look at the castle I see 181 00:10:00,345 --> 00:10:02,248 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 182 00:10:02,250 --> 00:10:03,903 So we really need to position the wire up to about right here 183 00:10:04,159 --> 00:10:04,671 Ok 184 00:10:05,183 --> 00:10:06,463 I say that out 185 00:10:07,231 --> 00:10:09,791 And hopefully your fault of the ground now 186 00:10:10,303 --> 00:10:11,327 Barry goes 187 00:10:11,583 --> 00:10:12,607 There's nobody 188 00:10:12,863 --> 00:10:13,375 So 189 00:10:13,631 --> 00:10:19,775 Again I told you any any minor tweak to the right 190 00:10:20,543 --> 00:10:23,103 Is it a whole lot of the weirdest shoes take a look 191 00:10:23,359 --> 00:10:29,503 Now our raycasts are at his feet so he's barely touching this in heaters 192 00:10:29,759 --> 00:10:30,271 Ring stuck 193 00:10:30,527 --> 00:10:32,063 Amies pieces of ground 194 00:10:32,319 --> 00:10:35,391 So what we need to do is we need to tweak 195 00:10:35,647 --> 00:10:38,719 Is raycast offset right member of the raycast offset 196 00:10:39,743 --> 00:10:42,303 We can see here checking 197 00:10:46,143 --> 00:10:49,471 We can see here checking for the right and left wall 198 00:10:49,983 --> 00:10:50,751 He needs to be 199 00:10:51,263 --> 00:10:52,543 Also adding 200 00:10:53,055 --> 00:10:54,847 The rake S2 offset 201 00:10:55,359 --> 00:10:56,639 Ok so we need a 202 00:10:56,895 --> 00:10:57,919 We need AD 203 00:10:58,687 --> 00:10:59,967 Raycast 204 00:11:00,479 --> 00:11:02,271 Offset why 205 00:11:02,783 --> 00:11:05,087 How many do the same for this one here 206 00:11:06,111 --> 00:11:06,623 Ok 207 00:11:07,391 --> 00:11:10,207 And that's for checking for the right in the left wall 208 00:11:11,231 --> 00:11:15,327 And also just make sure you do it for the debug as well 209 00:11:23,007 --> 00:11:25,055 Alright say that 210 00:11:25,823 --> 00:11:28,127 Alright you're back in the universe here 211 00:11:29,919 --> 00:11:30,687 And 212 00:11:32,223 --> 00:11:35,807 Win a set of raycast are set to .5 213 00:11:36,319 --> 00:11:37,855 If this is working for us 214 00:11:40,927 --> 00:11:42,975 Till the tiger anime is 215 00:11:43,743 --> 00:11:45,791 Sort of salary moving 216 00:11:46,047 --> 00:11:47,583 As he walks around 217 00:11:47,839 --> 00:11:49,375 What about punching him 218 00:11:51,423 --> 00:11:53,983 Looks good there's also an effect when he gets punched 219 00:11:55,263 --> 00:11:56,543 Great 220 00:11:57,567 --> 00:12:03,711 The next video we're gonna talk about it is particle effects for destroying enemies for footprints 221 00:12:03,967 --> 00:12:04,735 Punch effects 222 00:12:05,247 --> 00:12:11,391 And I'll see you guys in the next video 16778

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