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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 Now here is a video that you might not get in a lot of oil 2 00:00:13,056 --> 00:00:15,872 Find tutorials about game development were going to talk about 3 00:00:16,128 --> 00:00:17,920 Cleaning up your project 4 00:00:18,176 --> 00:00:22,272 Now we got a pretty nice and base a foundation for a game 5 00:00:22,528 --> 00:00:24,320 I must basically a 2D game kit 6 00:00:24,832 --> 00:00:29,952 That's the clean up ok there's a couple things you can do to clean up your game 7 00:00:30,464 --> 00:00:36,608 Going to do is put things into folders especially the Script where you make sure photos are nice and clean ok 8 00:00:36,864 --> 00:00:38,912 So we're going to create a folder called 9 00:00:39,424 --> 00:00:40,192 About 10 00:00:40,704 --> 00:00:41,472 Start up 11 00:00:41,984 --> 00:00:44,544 Hambledon Court 12 00:00:44,800 --> 00:00:48,384 It's better to the core 13 00:00:49,408 --> 00:00:51,712 Let's move the new player script to the core 14 00:00:52,224 --> 00:00:54,272 And the physics object 15 00:00:56,320 --> 00:00:57,088 Ok 16 00:00:58,112 --> 00:00:59,648 And let's see here 17 00:01:00,123 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:02,620 --> 00:01:05,792 So far there's not a timer for that we need to create so when I can worry about any more folders 19 00:01:06,048 --> 00:01:08,096 Navigate to do is actually just go in 20 00:01:08,608 --> 00:01:09,888 Each script 21 00:01:10,400 --> 00:01:14,496 How to make sure all the variables are organised in a bit clean away 22 00:01:15,008 --> 00:01:16,800 Supplier for example 23 00:01:17,056 --> 00:01:21,664 United States things that really in categories that is unlisted randomly 24 00:01:22,176 --> 00:01:24,480 And I'm definitely not in alphabetical order 25 00:01:24,736 --> 00:01:30,880 So what are we doing here when I actually making it easier for the player by actually making it easier for ourselves right 26 00:01:31,136 --> 00:01:34,976 I'm going to be making a game for 6-months to 12-months and 24 months 27 00:01:35,232 --> 00:01:37,024 We want to make sure we don't go crazy right 28 00:01:37,280 --> 00:01:39,584 So let's make sure that everything's nice and clean 29 00:01:40,352 --> 00:01:43,168 Start with the new player because honestly this is the biggest crip 30 00:01:43,680 --> 00:01:49,824 What we're going to do is for going to categorise things using headers ok so how we create a header 31 00:01:50,080 --> 00:01:50,848 Just Google it 32 00:01:51,360 --> 00:01:53,920 Alright so let's do better 33 00:01:54,176 --> 00:01:55,712 Unity C Sharp 34 00:01:56,480 --> 00:01:59,296 I've seen here we go here at review 35 00:02:00,832 --> 00:02:02,368 Ok so it's copy this 36 00:02:02,880 --> 00:02:05,184 Let's start credit categories 37 00:02:05,696 --> 00:02:10,304 So we can rename this header to attributes I think that's a good word 38 00:02:10,816 --> 00:02:16,960 For this category here so powers and attributes so we're going to move that 39 00:02:17,216 --> 00:02:17,728 Here 40 00:02:18,240 --> 00:02:20,032 And that's actually nazo 41 00:02:21,824 --> 00:02:22,592 Alphabetically 42 00:02:23,104 --> 00:02:24,384 The very beginning here 43 00:02:25,152 --> 00:02:27,968 And see here what else can we do 44 00:02:29,760 --> 00:02:31,552 We can create another header 45 00:02:31,808 --> 00:02:33,856 Called inventory 46 00:02:34,368 --> 00:02:36,416 This would be inventory 47 00:02:36,672 --> 00:02:41,536 Obviously guys you can store variables and references for your inventory 48 00:02:41,792 --> 00:02:47,936 Inside of a game manager bye I'm going to actually keep it stored in the new player cos I like to be able to see all my image 49 00:02:48,192 --> 00:02:49,216 When I click on the player 50 00:02:49,472 --> 00:02:50,240 In play mode 51 00:02:51,008 --> 00:02:51,776 Ok 52 00:02:52,032 --> 00:02:58,176 So we have all this stuff here see here we create a new category and maybe references 53 00:02:58,432 --> 00:03:01,504 And all this is just references to various key Manchester 54 00:03:02,272 --> 00:03:04,832 Shall we have a reference to our attack box 55 00:03:05,600 --> 00:03:06,624 Expectoration 56 00:03:08,160 --> 00:03:10,720 Would actually be an attribute as well 57 00:03:12,000 --> 00:03:15,328 Let's see here these are all references 58 00:03:16,352 --> 00:03:22,496 This is kind of a reference the health bar original size so I'm thank you 59 00:03:22,752 --> 00:03:23,264 Here 60 00:03:23,776 --> 00:03:26,592 Doesn't really need to be serialised so I can remove that 61 00:03:26,848 --> 00:03:32,224 Something else going to be doing when cleaning up a variables just if you don't need something serialised anymore 62 00:03:32,480 --> 00:03:38,624 Is the only.one serialised the health bar original size the only reason it was serialised it so I can see it in place 63 00:03:38,880 --> 00:03:40,928 But I don't need to see it anymore cos I know it works 64 00:03:41,696 --> 00:03:47,072 Preferences inventory and attributes ok with that looks like now 65 00:03:48,096 --> 00:03:49,888 Oh there we go this is perfect 66 00:03:50,400 --> 00:03:52,448 With attributes for attack power 67 00:03:52,960 --> 00:03:55,520 Max speed jump hour expectoration 68 00:03:55,776 --> 00:03:57,312 We have an inventory section now 69 00:03:57,824 --> 00:03:59,104 We have references as well 70 00:03:59,872 --> 00:04:01,920 Beautiful really clean 71 00:04:02,176 --> 00:04:03,456 Next ingredient 72 00:04:03,712 --> 00:04:09,856 Make it either alphabetical or if you want to keep things in categories that certainly find can do that as well 73 00:04:10,112 --> 00:04:14,208 Like I think I like doing things alphabetically so we can do 74 00:04:14,976 --> 00:04:16,768 Attack power in attack duration 75 00:04:17,280 --> 00:04:23,423 Alright I know what you're thinking Thomas that's not alphabetical there we go find whatever 76 00:04:23,679 --> 00:04:25,727 Protect our matc 77 00:04:25,983 --> 00:04:32,127 I'm so bad at life that I can't even do the alphabet so what comes first a b c d e f g h 78 00:04:32,383 --> 00:04:38,015 Jklm 79 00:04:38,271 --> 00:04:40,575 Emma comes before c 80 00:04:41,343 --> 00:04:44,159 A comes before c 81 00:04:44,415 --> 00:04:47,231 And just go ahead and alphabetize everything 82 00:04:56,447 --> 00:05:02,591 Ok so everything's alphabetize now nice and clean and you notice there's no header up here why is that what are these two variables 83 00:05:03,103 --> 00:05:06,687 These two variables are showing up because they are from the physics 84 00:05:06,943 --> 00:05:07,967 Object 85 00:05:08,223 --> 00:05:09,503 Which were expecting to 86 00:05:10,015 --> 00:05:11,551 How do we get a header for that 87 00:05:12,063 --> 00:05:13,855 Well let's go back in the universe 88 00:05:14,367 --> 00:05:16,415 Physics object here 89 00:05:18,463 --> 00:05:19,487 And 90 00:05:20,511 --> 00:05:21,791 Why are the variables showing up 91 00:05:22,559 --> 00:05:23,583 Because the public 92 00:05:23,839 --> 00:05:26,911 A new player is extending to this physics object 93 00:05:27,679 --> 00:05:29,471 To do this and Heather here 94 00:05:32,031 --> 00:05:34,591 Tabby this header here and just pasty here 95 00:05:35,103 --> 00:05:37,663 I'm going to call this physics 96 00:05:37,919 --> 00:05:38,687 Object 97 00:05:39,199 --> 00:05:40,735 Attributes 98 00:05:41,247 --> 00:05:42,015 Ok 99 00:05:42,271 --> 00:05:44,319 What's that loads up but can play here 100 00:05:44,575 --> 00:05:49,439 Now we have a physics magic attributes are regular attributes or inventory in a references 101 00:05:50,207 --> 00:05:52,767 So here we are going to do it we're going to go through every single script 102 00:05:53,023 --> 00:05:54,047 Create headers 103 00:05:54,303 --> 00:05:55,583 For the various categories 104 00:05:55,839 --> 00:06:01,983 Can I recommended that you create categories very similar to this an attribute category A reference 105 00:06:02,239 --> 00:06:03,007 What is category 106 00:06:03,263 --> 00:06:07,103 Maybe for something really specific you can create another category as well 107 00:06:07,359 --> 00:06:09,407 Ahead and do that for all of your scripts 108 00:06:10,175 --> 00:06:14,015 Remove any weird debug.log 109 00:06:14,271 --> 00:06:18,623 To the console that we don't really need anymore sometimes I forget to remove those 110 00:06:18,879 --> 00:06:20,927 What we're going to do is press ctrl f 111 00:06:21,695 --> 00:06:22,463 I'm going to choose 112 00:06:22,719 --> 00:06:25,791 To search in the entire solution of a project 113 00:06:26,303 --> 00:06:27,839 Every single thing 114 00:06:28,095 --> 00:06:31,423 That we can find that has a debug log 115 00:06:32,447 --> 00:06:33,727 We're going to see if we can remove 116 00:06:33,983 --> 00:06:36,799 It looks like we don't really need this 117 00:06:37,823 --> 00:06:39,103 So I can remove that 118 00:06:39,615 --> 00:06:42,431 And these were just used for 119 00:06:42,687 --> 00:06:45,503 Actually creating scripts but now the window they work 120 00:06:46,271 --> 00:06:47,551 Will I need any more 121 00:06:48,063 --> 00:06:48,831 Again 122 00:06:49,343 --> 00:06:53,183 That's fine that sometimes you might get weird cryptic when am I looking at 123 00:06:53,439 --> 00:06:58,303 These are actually things that are included in packages that were installed without a full Project 124 00:06:58,559 --> 00:07:00,351 Change those 125 00:07:02,143 --> 00:07:04,703 Ok looks like we're getting rid of all the diamond at Largs 126 00:07:05,727 --> 00:07:07,519 Make sure you save everything out 127 00:07:08,031 --> 00:07:14,175 Next thing I want to do is just look for any weird comments so let's start at the very beginning here at our game 128 00:07:15,711 --> 00:07:16,991 Looks fine 129 00:07:17,759 --> 00:07:18,527 Right here 130 00:07:19,551 --> 00:07:22,879 I'm just looking for things that start with the two forward slashes 131 00:07:23,391 --> 00:07:27,487 Just figuring out if there's any here that we don't need comments are great 132 00:07:28,255 --> 00:07:30,047 B sometimes 133 00:07:30,303 --> 00:07:32,863 You can have some unnecessary once in your script 134 00:07:33,119 --> 00:07:35,167 Alright we can remove this one here will need it 135 00:07:36,703 --> 00:07:38,239 I need this one either 136 00:07:39,775 --> 00:07:43,871 When is really up to you guys over doing is making a lot easier for you 137 00:07:44,127 --> 00:07:44,895 In the future 138 00:07:45,151 --> 00:07:47,199 Canelo vs weekend 139 00:07:47,711 --> 00:07:50,783 Only need this comment here this kind of self evident 140 00:07:52,319 --> 00:07:53,599 And the last one here 141 00:07:54,879 --> 00:07:55,903 What's pretty good 142 00:07:57,183 --> 00:08:02,047 The next thing we want to do geysers go to every script and just make sure that everything is 143 00:08:02,303 --> 00:08:03,839 Formatted correctly 144 00:08:04,351 --> 00:08:06,399 Using c-sharp standards 145 00:08:06,655 --> 00:08:12,799 So some of you might have been confused when creating tabs with your script some things might have 146 00:08:13,055 --> 00:08:13,567 Incorrect 147 00:08:14,079 --> 00:08:15,615 Tabs solo 148 00:08:15,871 --> 00:08:19,711 Might look like maybe like this right 149 00:08:19,967 --> 00:08:20,991 That will be bad 150 00:08:21,247 --> 00:08:22,527 So it looks like that 151 00:08:23,551 --> 00:08:26,879 Visual Studio can actually auto format for you 152 00:08:27,391 --> 00:08:29,439 So just select all by pressing ctrl a 153 00:08:30,207 --> 00:08:31,487 And then control k 154 00:08:31,743 --> 00:08:37,887 And control now for their about that are for my everything 155 00:08:38,143 --> 00:08:38,655 Crealy 156 00:08:38,911 --> 00:08:43,519 That fixed all the cabin so she's go through all other scripts and do it again 157 00:08:43,775 --> 00:08:45,311 Again it's control 158 00:08:45,567 --> 00:08:47,359 Control and I control f 159 00:08:47,615 --> 00:08:50,431 CCJ even for me and I've been doing this for 10 years 160 00:08:50,687 --> 00:08:52,735 Turn on my timing is incorrect 161 00:08:52,991 --> 00:08:56,575 Make sure you save each script as you do it control control 162 00:08:57,855 --> 00:09:03,999 Next thing I want to do is just clean up any weird line breaks you really don't want to have just random line 163 00:09:04,255 --> 00:09:06,815 Makes so here's a random one that I don't really need 164 00:09:07,071 --> 00:09:09,375 I'll say that this one is fine 165 00:09:09,631 --> 00:09:12,191 I'll see you in again this is just for your sanity 166 00:09:12,703 --> 00:09:15,775 So looks good I like all the line breaks here 167 00:09:19,103 --> 00:09:20,895 See hear anything weird here 168 00:09:23,711 --> 00:09:26,015 Say anything too bad he's a little bit weird 169 00:09:26,271 --> 00:09:29,087 Assist remove Oliver save that out 170 00:09:29,599 --> 00:09:30,623 That looks good 171 00:09:31,391 --> 00:09:34,207 Anything we are here that's what kind of weird 172 00:09:34,463 --> 00:09:37,279 No I don't mind if this is weird right here that's weird 173 00:09:37,535 --> 00:09:43,679 Oh my goodness this is a little weird but you know what this is the physics fabric scraps I'm going to keep it the way it isn't going to mess with it too much 174 00:09:43,935 --> 00:09:45,215 Remember that's the one we got 175 00:09:45,471 --> 00:09:48,543 Communities tutorials on on the One metal that too much 176 00:09:49,567 --> 00:09:52,895 You look good here nothing is really confusing 177 00:09:53,407 --> 00:09:55,199 That's a little weird artist 178 00:09:55,967 --> 00:09:57,247 Save that 179 00:09:59,295 --> 00:10:00,063 Good 180 00:10:00,345 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 181 00:10:04,927 --> 00:10:05,951 Scared 182 00:10:06,719 --> 00:10:09,023 And by the way guys are keeping these in here 183 00:10:09,535 --> 00:10:11,583 Does a probably need them in the future 184 00:10:13,887 --> 00:10:14,911 Scared 185 00:10:16,703 --> 00:10:18,239 It's fine 186 00:10:19,007 --> 00:10:20,031 Alex fine 187 00:10:20,799 --> 00:10:21,311 Ok 188 00:10:22,079 --> 00:10:28,223 Clean that describes the last thing we're going to do is just add comments to things that 189 00:10:28,479 --> 00:10:30,015 Please and clarification ok 190 00:10:30,527 --> 00:10:32,831 It's really important to add comments 191 00:10:33,343 --> 00:10:36,415 Two things that you might forget in the future 192 00:10:37,183 --> 00:10:41,023 So for example right now if we look at the gate script that we created 193 00:10:42,047 --> 00:10:46,143 We might want to comment above this and say what actually happening 194 00:10:46,399 --> 00:10:52,543 So they are future self isn't confused when we forget or if we start working with a team they know what this 195 00:10:52,799 --> 00:10:54,079 What is actually doing ok 196 00:10:54,591 --> 00:10:56,127 So check 197 00:10:56,383 --> 00:10:57,663 To see if he 198 00:10:58,431 --> 00:10:59,199 Players 199 00:11:00,223 --> 00:11:01,247 Inventory 200 00:11:01,759 --> 00:11:05,343 Contains the required inventory item 201 00:11:05,599 --> 00:11:06,111 Ok 202 00:11:06,367 --> 00:11:07,391 The thing 203 00:11:07,647 --> 00:11:13,023 Personally I don't really think I need this comment here out I'll keep it there just in case but 204 00:11:13,279 --> 00:11:16,863 Is kind of obvious when you see this condition here 205 00:11:17,119 --> 00:11:19,167 That's what this actually is 206 00:11:19,679 --> 00:11:24,543 So sometimes comments are really necessary in fact a good coder 207 00:11:24,799 --> 00:11:26,591 Will be so good at writing code 208 00:11:27,103 --> 00:11:28,895 And naming variables 209 00:11:30,687 --> 00:11:34,015 They don't really need to write a tonne of comments for the scripts because 210 00:11:34,271 --> 00:11:39,647 They're so good at writing variables that it self-evident to their team and to their future selves 211 00:11:39,903 --> 00:11:40,415 Ok 212 00:11:41,695 --> 00:11:45,279 Enemy script is there anything that we need to clarify here 213 00:11:45,535 --> 00:11:49,119 What sometimes you need to clarify what a variable actually does 214 00:11:49,375 --> 00:11:55,519 So confused by my raycast layer mask so that's just type which layer 215 00:11:56,031 --> 00:11:57,311 Do we want 216 00:11:57,823 --> 00:11:59,359 The rake cast 217 00:12:00,639 --> 00:12:01,919 To interact with 218 00:12:03,199 --> 00:12:06,271 So that clarifies with the raycast layer mask is 219 00:12:06,527 --> 00:12:07,551 What are the offset 220 00:12:08,319 --> 00:12:09,599 Offset 221 00:12:09,855 --> 00:12:11,135 From the centre 222 00:12:11,391 --> 00:12:13,183 Other raycast origin 223 00:12:15,999 --> 00:12:20,095 Everything else seems good here I can't think of anything else that we might need 224 00:12:21,375 --> 00:12:22,655 To clarify 225 00:12:23,167 --> 00:12:25,215 Is clarified pretty good 226 00:12:27,519 --> 00:12:29,055 Clarify here 227 00:12:29,311 --> 00:12:30,847 Two player 228 00:12:31,871 --> 00:12:33,407 Then update 229 00:12:33,663 --> 00:12:34,431 TUI 230 00:12:36,479 --> 00:12:40,831 Ellis Jean to the new player here and see if there's any clarification that needs to be done here 231 00:12:41,087 --> 00:12:43,391 Look for any variables here that might 232 00:12:43,647 --> 00:12:45,439 Potentially confuse you 233 00:12:45,951 --> 00:12:47,743 Or your team members in the future 234 00:12:48,511 --> 00:12:49,535 Let's see here 235 00:12:51,839 --> 00:12:53,887 Attributes attack duration 236 00:12:55,423 --> 00:12:57,215 Maybe we can clarify what that is 237 00:12:57,471 --> 00:13:00,287 How long is the attackbox 238 00:13:01,055 --> 00:13:01,823 Active 239 00:13:03,103 --> 00:13:04,127 When attacking 240 00:13:05,151 --> 00:13:06,687 That's perfect 241 00:13:07,455 --> 00:13:09,503 These are seem self-evident 242 00:13:11,295 --> 00:13:17,439 This we can clarify dictionary storing all inventory Ireland strings 243 00:13:17,695 --> 00:13:18,719 N values 244 00:13:21,535 --> 00:13:24,351 Is definitely probably need some clarification 245 00:13:25,631 --> 00:13:26,655 The default 246 00:13:26,911 --> 00:13:27,935 Inventory 247 00:13:29,983 --> 00:13:31,007 Item slot 248 00:13:31,775 --> 00:13:33,055 Sprite 249 00:13:36,127 --> 00:13:37,407 The key 250 00:13:37,919 --> 00:13:38,943 Inventory 251 00:13:39,455 --> 00:13:40,479 Adam 252 00:13:42,271 --> 00:13:43,551 And then this one is the 253 00:13:44,575 --> 00:13:46,623 Genki inventory 254 00:13:47,135 --> 00:13:48,159 Adam 255 00:13:48,671 --> 00:13:53,535 To see how a Clarifying things that might be a little bit confusing in the future 256 00:13:54,303 --> 00:13:56,607 This is great for you and it's also great for your team 257 00:13:57,631 --> 00:14:03,263 Anything else here that needs clarification remind me to clarify what this condition is 258 00:14:04,543 --> 00:14:09,919 If the health bar Ridge size has not been set yet 259 00:14:11,199 --> 00:14:13,247 Match it to the 260 00:14:13,503 --> 00:14:15,039 Health bar 261 00:14:15,295 --> 00:14:16,063 Wrecked 262 00:14:16,575 --> 00:14:18,879 Transform size 263 00:14:20,159 --> 00:14:21,183 It seems good 264 00:14:21,439 --> 00:14:25,023 That's about all the commons I think I need for the new player 265 00:14:25,279 --> 00:14:31,423 Does Olly Murs skip still in add comments to things that might confuse you in the future or confused varies team members 266 00:14:31,679 --> 00:14:32,191 Once you're done 267 00:14:32,703 --> 00:14:34,751 Comments to clean your scripts 268 00:14:35,007 --> 00:14:36,031 What does compile 269 00:14:36,287 --> 00:14:38,591 Anime sure everything is saved 270 00:14:38,847 --> 00:14:39,871 In your project 271 00:14:40,383 --> 00:14:41,407 Save Your Scene 272 00:14:42,431 --> 00:14:43,455 And guys 273 00:14:43,967 --> 00:14:44,735 We have 274 00:14:44,991 --> 00:14:47,295 You're very first 2D game kit 275 00:14:47,551 --> 00:14:51,135 What score is we can use this to create a prototype 276 00:14:51,647 --> 00:14:53,439 Even better we can't use this 277 00:14:53,951 --> 00:15:00,095 When trading multiple games this is a great foundation for pretty much any 2D platformer game you want 278 00:15:00,351 --> 00:15:06,495 Create 20787

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