All language subtitles for lesson086

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:11,520 Alright so now we can go ahead 2 00:00:11,776 --> 00:00:14,848 Jump into a new player script that we created 3 00:00:15,872 --> 00:00:18,432 Actually start doing some code 4 00:00:18,944 --> 00:00:20,480 Allow player to move 5 00:00:21,248 --> 00:00:25,344 The first thing I want to do is actually extend the new player 6 00:00:25,600 --> 00:00:27,648 Night necessarily to the monobehaviour 7 00:00:28,160 --> 00:00:29,696 Actually first 8 00:00:29,952 --> 00:00:31,744 2D physics object 9 00:00:32,000 --> 00:00:32,512 Script 10 00:00:33,280 --> 00:00:34,048 Created 11 00:00:34,560 --> 00:00:36,096 I'm going to be doing a lot of this 12 00:00:36,352 --> 00:00:40,704 In his game kit actually I think the only time that week's standard to anything 13 00:00:40,960 --> 00:00:46,336 Are new players actually an extended a physics object because we wanted to have it love properties 14 00:00:46,592 --> 00:00:48,640 The physics object script 15 00:00:49,152 --> 00:00:49,920 Create 16 00:00:50,688 --> 00:00:52,480 In that case a gravity modifier 17 00:00:52,736 --> 00:00:54,016 That is specific 18 00:00:54,272 --> 00:00:55,552 Two physics objects 19 00:00:56,320 --> 00:01:01,293 I really want to use rigidbody gravity because our physics logic gravity is going to be much more specific 20 00:01:01,295 --> 00:01:03,643 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 21 00:01:03,644 --> 00:01:05,792 To our 2D platformer and give us a little bit more control 22 00:01:06,560 --> 00:01:12,704 That's all we're going to do here we're just going to extend to physics object now it's a physics object 23 00:01:12,960 --> 00:01:16,288 Extends to the Mario Javier so the new player script 24 00:01:16,544 --> 00:01:21,152 Actually does extend to the monobehaviour through the physics object 25 00:01:21,408 --> 00:01:23,200 Space Leeds 26 00:01:23,456 --> 00:01:25,504 Current Script if you will 27 00:01:26,016 --> 00:01:29,856 Was Aladdin properties that allow it to move in a very specific way 28 00:01:30,112 --> 00:01:36,256 Stop we had Sophia jump back in the unity even though we have our gravity scale on the 29 00:01:36,512 --> 00:01:37,536 0 30 00:01:38,304 --> 00:01:41,888 A new player script because it extends to the physics object 31 00:01:42,400 --> 00:01:43,424 Actually gonna fall 32 00:01:43,680 --> 00:01:45,984 Because the physics object has its own gravity 33 00:01:46,240 --> 00:01:47,776 Independent of the rigid part 34 00:01:49,056 --> 00:01:51,104 IPlayer is now falling 35 00:01:51,616 --> 00:01:55,456 In order to get iPlayer to move we actually need to manipulate 36 00:01:55,712 --> 00:01:57,504 Property in the physics object 37 00:01:58,528 --> 00:02:00,576 Or a variable in the physics subject 38 00:02:00,832 --> 00:02:01,344 Cold 39 00:02:02,112 --> 00:02:03,136 Velocity 40 00:02:03,904 --> 00:02:10,048 Without getting too much in the weeds here the target velocity is actually going to change the velocity of the physics object 41 00:02:10,304 --> 00:02:11,584 And moving around 42 00:02:12,096 --> 00:02:13,888 Tesco two new player here 43 00:02:14,144 --> 00:02:17,728 You know that if we actually type in Target velocity 44 00:02:19,264 --> 00:02:23,104 Automatically recommended a variable called Turkey velocity 45 00:02:23,360 --> 00:02:25,920 We haven't actually declared as variable or 46 00:02:26,176 --> 00:02:29,248 This variable anywhere in the new player script 47 00:02:29,760 --> 00:02:35,904 That's because it's a variable associated again with the physics object which were extending two so we can actually use it and 48 00:02:36,672 --> 00:02:39,232 So we can say target velocity equals 49 00:02:39,488 --> 00:02:40,512 Say 50 00:02:41,280 --> 00:02:41,792 1 51 00:02:43,072 --> 00:02:49,216 Why do we have a red zig zag underneath this love we have a Rover it says cannot implicitly convert type 52 00:02:49,472 --> 00:02:49,984 Integer 53 00:02:50,240 --> 00:02:52,032 To Unity vector2 54 00:02:52,544 --> 00:02:58,432 Well what I mean is Target velocity is a vector to meaning it's an X in a y 55 00:02:58,944 --> 00:03:05,088 Vector3 if I just three has a Z axis of acta2 is just x in y 56 00:03:05,344 --> 00:03:11,488 Go to a line 2D games because we don't need a change of Vectra 3 and you can go to the physics object to actually see 57 00:03:12,512 --> 00:03:13,536 Score of the top here 58 00:03:14,816 --> 00:03:17,888 Travelocity is declared in it's a vector 2 59 00:03:20,448 --> 00:03:22,752 Send this to a new vector to 60 00:03:23,520 --> 00:03:25,312 Sophie Collet new vegetarian 61 00:03:25,568 --> 00:03:28,384 I see one and then 0 62 00:03:28,640 --> 00:03:31,200 You say that out what happens inside of Unity 63 00:03:31,456 --> 00:03:32,224 Take a look 64 00:03:32,736 --> 00:03:33,760 Play 65 00:03:36,064 --> 00:03:38,112 Man united players moving to the right 66 00:03:38,624 --> 00:03:41,184 Survey of 1 and then Falls have to map 67 00:03:42,208 --> 00:03:45,024 Just like we did in the previous tutorials 68 00:03:45,280 --> 00:03:48,864 What we just said this to our actual input values 69 00:03:49,120 --> 00:03:51,680 We can do new vector2 70 00:03:53,216 --> 00:03:54,752 Input.get access 71 00:03:55,776 --> 00:03:56,800 Horizontal 72 00:03:58,848 --> 00:04:02,688 The why we don't want it to be moving in the Y Direction currently 73 00:04:03,456 --> 00:04:04,992 Do it for now 74 00:04:05,504 --> 00:04:06,528 Bus driver sound 75 00:04:13,952 --> 00:04:16,512 Perfect do we move our player 76 00:04:17,024 --> 00:04:18,303 The left and right 77 00:04:21,887 --> 00:04:26,495 Let's be sure that we can actually change how fast the player is actually moving 78 00:04:26,751 --> 00:04:28,543 What we can do is actually 79 00:04:29,311 --> 00:04:30,335 New variant 80 00:04:30,847 --> 00:04:33,407 Mummy share them is a serialised variable 81 00:04:33,919 --> 00:04:38,015 N18 sure that it's a private for now it's going to be a float 82 00:04:38,527 --> 00:04:40,063 Max speed 83 00:04:41,599 --> 00:04:43,391 Buy the Falklands make it 1 84 00:04:43,903 --> 00:04:45,183 7 unity 85 00:04:47,231 --> 00:04:48,511 Soccer player here 86 00:04:50,559 --> 00:04:53,119 You can see here that we have 3 properties 87 00:04:53,375 --> 00:04:54,655 Popped up 88 00:04:54,911 --> 00:04:55,935 Component 89 00:04:56,191 --> 00:04:59,519 These two are associated with the 90 00:04:59,775 --> 00:05:02,591 Standard behaviour script which is the 91 00:05:03,103 --> 00:05:03,871 Physics object 92 00:05:04,127 --> 00:05:05,919 Make a worry about these at all 93 00:05:06,175 --> 00:05:12,319 What is the max speed we going to change this to 3 if you want to make it a little bit faster the plane 94 00:05:16,415 --> 00:05:18,975 It's a little bit slow when we speed up a little bit 95 00:05:21,535 --> 00:05:24,095 So why are we not getting an effect 96 00:05:24,607 --> 00:05:25,375 Our player 97 00:05:26,911 --> 00:05:29,727 If you guessed it that means you're learning 98 00:05:29,983 --> 00:05:34,591 And you're actually better than me we need to multiply 99 00:05:34,847 --> 00:05:36,895 X max speed 100 00:05:37,663 --> 00:05:40,735 Are horizontal axis value the float value 101 00:05:41,247 --> 00:05:43,807 When we press the left or right button 102 00:05:44,319 --> 00:05:47,391 Is there a x x 2 speed it so if you press the right button 103 00:05:48,671 --> 00:05:51,743 Goes to 1 we x x max speed which 104 00:05:51,999 --> 00:05:56,607 Is wine here but if we go to Unity editor is actually three so it's going to be 3 105 00:05:56,863 --> 00:05:58,399 Unless to be -3 106 00:05:58,911 --> 00:06:00,447 Play and try again 107 00:06:02,751 --> 00:06:03,519 Here we go 108 00:06:04,287 --> 00:06:05,311 It is 109 00:06:05,567 --> 00:06:07,103 Moving left and right 110 00:06:07,359 --> 00:06:08,383 That looks great 111 00:06:09,919 --> 00:06:11,711 If you follow along in the 112 00:06:11,967 --> 00:06:13,247 Unity basics 113 00:06:13,503 --> 00:06:14,783 Portion of this tutorial 114 00:06:15,039 --> 00:06:16,063 You may be wondering 115 00:06:16,575 --> 00:06:22,719 Thomas we actually at the x x x deltatime anytime were moving an object 116 00:06:22,975 --> 00:06:28,095 The answer is yes so we should go to our target velocity here 117 00:06:28,607 --> 00:06:34,751 Are we actually iterating anything in this script in the single line by Italy I mean 118 00:06:35,263 --> 00:06:36,799 Increasing any value 119 00:06:37,567 --> 00:06:39,871 We increasing at a specific frame rate 120 00:06:40,383 --> 00:06:44,223 Actually no we're not using any sort of plus equals here 121 00:06:44,735 --> 00:06:48,319 Are we doing a setting a value target velocity 122 00:06:49,343 --> 00:06:50,367 To another value 123 00:06:51,135 --> 00:06:55,231 What is Target velocity actually doing if you go to the physics magic script 124 00:06:55,487 --> 00:06:56,511 Velocity 125 00:06:56,767 --> 00:07:01,631 Type in Target velocity by pressing ctrl f 126 00:07:02,143 --> 00:07:06,239 Search where it's been used in physics Optics script 127 00:07:06,495 --> 00:07:12,639 You can see them velocity actually matches our target velocity here and was some clever maths when I can only get 128 00:07:12,895 --> 00:07:15,711 When you can notice that a delta position has been created 129 00:07:15,967 --> 00:07:17,759 And that is being multiplied 130 00:07:18,527 --> 00:07:20,319 X x delta time 131 00:07:21,087 --> 00:07:27,231 Tell this may look a little bit confusing don't worry about it too much but just know that we are actually 132 00:07:27,487 --> 00:07:30,303 Multiplying x x deltatime 133 00:07:30,559 --> 00:07:33,887 And we don't really need to worry about doing it right here 134 00:07:34,143 --> 00:07:35,423 Because again 135 00:07:35,679 --> 00:07:38,239 It's actually been calculated right here 136 00:07:39,007 --> 00:07:40,799 So where do you want to play a to jump 137 00:07:41,311 --> 00:07:47,455 What if we go into our new player skript universe we use target velocity when moving the player to the 138 00:07:47,711 --> 00:07:48,735 Play in left 139 00:07:48,991 --> 00:07:55,135 But I getting too much in the weeds here if you go to the physics object script you noticed that target velocity 140 00:07:55,391 --> 00:08:01,535 Informs what the actual velocity in the x-direction is velocity is part of the 141 00:08:02,047 --> 00:08:08,191 Velocity in the x-direction it's not really part of the equation for velocity in the y-direction 142 00:08:08,959 --> 00:08:10,751 So we can actually just manipulate 143 00:08:11,007 --> 00:08:12,543 The lottery itself 144 00:08:13,567 --> 00:08:15,103 To create a jump 145 00:08:15,615 --> 00:08:21,759 Because velocity is a very well that new player actually can manipulate 146 00:08:22,015 --> 00:08:25,599 Why we can say equals 10 147 00:08:26,111 --> 00:08:27,135 See what happens 148 00:08:31,743 --> 00:08:33,791 Stop he flies up in the air 149 00:08:34,559 --> 00:08:38,655 He's just flying 150 00:08:39,423 --> 00:08:41,215 That's great so 151 00:08:41,471 --> 00:08:47,615 Is doing well we need to do kind of the reason why he's lying because again 152 00:08:47,871 --> 00:08:52,223 Update so velocity that why is constantly set to 10 153 00:08:52,479 --> 00:08:58,623 Meaning his velocity is constant 10 and it's projecting him up but it's almost as if fuel is being 154 00:08:58,879 --> 00:09:02,207 Rejected from his feet and is flying into the atmosphere 155 00:09:02,463 --> 00:09:08,607 So you don't want to ask me that white always be 10 so what are we going to do here 156 00:09:08,863 --> 00:09:09,887 Create a condition 157 00:09:10,911 --> 00:09:14,495 And let's write some pseudo code here if the player 158 00:09:15,519 --> 00:09:16,287 Prices 159 00:09:17,823 --> 00:09:18,335 Jump 160 00:09:22,943 --> 00:09:24,479 Set the velocity 161 00:09:25,503 --> 00:09:26,015 2 162 00:09:27,551 --> 00:09:28,575 A jump 163 00:09:28,831 --> 00:09:32,671 Power value which in this case is 10 164 00:09:33,183 --> 00:09:39,327 So again guys is your comments any time you see these two little / here there's a comments 165 00:09:39,839 --> 00:09:42,143 So what is the jump 166 00:09:42,655 --> 00:09:43,935 Input value 167 00:09:44,191 --> 00:09:48,287 Are we going on unity here and we go back to our project settings 168 00:09:49,055 --> 00:09:50,079 You can see that 169 00:09:50,335 --> 00:09:51,359 Because these down 170 00:09:51,615 --> 00:09:52,639 You can see that jump 171 00:09:53,407 --> 00:09:54,431 Is actually 172 00:09:55,711 --> 00:09:56,991 Fighting type 173 00:09:58,015 --> 00:10:00,972 So when I can use get access to actually going to use get button 174 00:10:00,973 --> 00:10:03,912 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 175 00:10:03,913 --> 00:10:05,951 So we can type it like this 176 00:10:06,719 --> 00:10:07,487 Input 177 00:10:07,999 --> 00:10:10,047 Get button down 178 00:10:13,631 --> 00:10:14,399 Jump 179 00:10:16,959 --> 00:10:19,775 Make sure you use your curly brackets here 180 00:10:24,383 --> 00:10:26,687 Is going to set up velocity that's why 181 00:10:27,199 --> 00:10:27,711 The 10 182 00:10:31,295 --> 00:10:32,319 Play here 183 00:10:32,831 --> 00:10:33,855 What happens 184 00:10:35,903 --> 00:10:36,927 Alright 185 00:10:37,439 --> 00:10:38,975 That we've got a jump here 186 00:10:40,255 --> 00:10:44,095 That's wonderful a question that popped into your head 187 00:10:44,351 --> 00:10:45,631 And if it did 188 00:10:45,887 --> 00:10:46,911 Granule 189 00:10:47,167 --> 00:10:51,775 Penneys why is it the weekend manipulate the Y value of the velocity 190 00:10:52,031 --> 00:10:58,175 We are meant to be like the Y value of a transform so transform that position 191 00:10:58,431 --> 00:10:59,199 Why 192 00:10:59,455 --> 00:11:00,479 Equals 10 193 00:11:00,991 --> 00:11:02,527 Why is that 194 00:11:03,039 --> 00:11:06,879 Well it's because as you can see here we cannot modify 195 00:11:07,135 --> 00:11:09,951 Return value of transform deposition 196 00:11:10,207 --> 00:11:12,255 Because it's not a variable 197 00:11:12,767 --> 00:11:15,071 This is a vector 2 198 00:11:15,327 --> 00:11:16,607 And it's a variable 199 00:11:17,119 --> 00:11:20,191 Transfer deposition is an actually a variable 200 00:11:20,447 --> 00:11:26,591 In order to do that you actually remember you have to do new vector3 and then you have to type it 201 00:11:26,847 --> 00:11:27,359 This way 202 00:11:28,383 --> 00:11:29,407 Something like that 203 00:11:30,175 --> 00:11:34,271 Can I tell you modify a transformer value in a transfer value can be 204 00:11:34,527 --> 00:11:36,831 Position rotation scale 205 00:11:37,599 --> 00:11:43,743 But we can manipulate the Y value in the X value and Z value of a vector 3 206 00:11:43,999 --> 00:11:48,863 Variable or a vector to variable so just keep that in mind as you're working on your game 207 00:11:49,631 --> 00:11:51,679 Do you know this we can actually double jump 208 00:11:52,191 --> 00:11:58,079 Wait now 209 00:11:58,335 --> 00:12:04,479 And that might be cool in a jumper game 210 00:12:04,735 --> 00:12:07,551 Purposes we only need one jump 211 00:12:08,063 --> 00:12:09,855 So how exactly do we do that 212 00:12:10,367 --> 00:12:13,183 Well there's a beautiful wonderful 213 00:12:13,439 --> 00:12:15,487 Convenient variable 214 00:12:15,999 --> 00:12:19,071 In the physics object Script if you press ctrl f 215 00:12:19,583 --> 00:12:21,631 To find a variable 216 00:12:21,887 --> 00:12:23,423 It's called grounded 217 00:12:24,191 --> 00:12:28,287 And like I said the physics object script is a very complicated one 218 00:12:28,543 --> 00:12:34,687 And one of the reasons why I use it so often is because the grounded variable is a very important 219 00:12:34,943 --> 00:12:37,759 And it uses all is weird Matthew 220 00:12:38,527 --> 00:12:44,671 To calculate where they were actually grounded meaning are we touching the ground or have we left 221 00:12:44,927 --> 00:12:49,535 Round is a very simple very boards a bullying in 80 the true or false 222 00:12:50,303 --> 00:12:51,327 So we got to do is 223 00:12:51,583 --> 00:12:53,887 Create an additional condition here 224 00:12:54,143 --> 00:12:57,215 In what you do that is you use the end sign 225 00:12:57,471 --> 00:13:00,287 Not once but twice as just the syntax 226 00:13:01,055 --> 00:13:04,127 So if the player presses jump 227 00:13:04,639 --> 00:13:05,407 And 228 00:13:05,663 --> 00:13:06,943 We are grounded 229 00:13:08,735 --> 00:13:11,039 Set the alarm 30 so are you doing 230 00:13:11,807 --> 00:13:12,575 Grounded 231 00:13:14,879 --> 00:13:16,927 Is set to wait when is it 232 00:13:17,439 --> 00:13:17,951 True 233 00:13:18,463 --> 00:13:21,535 Soliciting weird syntax here let me try and explain 234 00:13:22,047 --> 00:13:27,167 Anytime we want to use the word end or the sign and just used two of them and 235 00:13:28,447 --> 00:13:34,591 Anytime you want actually check to see if a value is true or false you can use to equal sign 236 00:13:34,847 --> 00:13:38,175 Not one we try and use one and save it 237 00:13:38,431 --> 00:13:39,967 Jump in unity 238 00:13:40,479 --> 00:13:41,759 Should get him there here 239 00:13:43,039 --> 00:13:44,319 The left hand sign 240 00:13:44,575 --> 00:13:46,623 An assignment must be a variable 241 00:13:46,879 --> 00:13:47,647 Property 242 00:13:47,903 --> 00:13:48,927 Orient Exeter 243 00:13:49,183 --> 00:13:51,487 Did you see the universe can I confused 244 00:13:51,743 --> 00:13:56,351 Doesn't really understand what we're trying to do here trying to set a value 245 00:13:56,863 --> 00:14:03,007 You can set a value outside of a condition so for example we've set the last 30 to 10 with the ick 246 00:14:03,263 --> 00:14:06,591 Well I'm really setting a value in this condition are we 247 00:14:06,847 --> 00:14:08,639 Actually checking the value 248 00:14:09,151 --> 00:14:10,687 That's why you use 249 00:14:10,943 --> 00:14:12,735 2 equals signs 250 00:14:13,503 --> 00:14:16,575 Anytime you're inside of the printer sees of a condition 251 00:14:16,831 --> 00:14:20,159 Anytime you really checking to see what a value is 252 00:14:20,671 --> 00:14:22,463 Can you use two equal signs 253 00:14:22,719 --> 00:14:28,863 You going to be using two equal signs of the time when you're scripting in your eyes going to be using 254 00:14:29,119 --> 00:14:32,191 Do anal signs all the time when you're scripting 255 00:14:33,215 --> 00:14:34,239 Let it play 256 00:14:36,799 --> 00:14:38,591 So because of the ground is here 257 00:14:38,847 --> 00:14:44,223 Until we're grounded again 258 00:14:44,479 --> 00:14:45,759 Curly kale 259 00:14:47,551 --> 00:14:48,575 Perfect 260 00:14:49,343 --> 00:14:50,879 Alright that was easy 261 00:14:51,391 --> 00:14:57,535 Now sometimes you want to clean up code after you've written it and it works and you know works in fact the out are you there 262 00:14:57,791 --> 00:15:00,095 Best to clean up your code after you know it works 263 00:15:00,607 --> 00:15:04,703 Why no we can probably actually just remove all of this 264 00:15:05,471 --> 00:15:11,615 In by the fault unity understands that if we say and grounded really saying is in grounded 265 00:15:11,871 --> 00:15:12,639 Equals true 266 00:15:13,151 --> 00:15:15,711 If you wanted to check and see if it was false 267 00:15:15,967 --> 00:15:17,759 We either do it this way 268 00:15:18,271 --> 00:15:19,807 If granted = false 269 00:15:22,111 --> 00:15:23,647 We can do it this way 270 00:15:23,903 --> 00:15:25,183 We could remove this 271 00:15:25,439 --> 00:15:27,743 And use an exclamation mark at the beginning 272 00:15:27,999 --> 00:15:29,535 What's another way of writing 273 00:15:29,791 --> 00:15:31,071 Equals Force 274 00:15:31,839 --> 00:15:33,887 Because we want to check to see if it's true 275 00:15:34,655 --> 00:15:35,679 All we do is there 276 00:15:36,959 --> 00:15:38,495 We press the jump button 277 00:15:38,751 --> 00:15:39,519 And 278 00:15:40,287 --> 00:15:41,567 We are grounded 279 00:15:42,335 --> 00:15:44,383 Lottery is going to be 10 280 00:15:45,407 --> 00:15:48,479 Just double check make sure the back code clean up 281 00:15:48,735 --> 00:15:49,759 Actually works 282 00:15:51,551 --> 00:15:52,575 Awesome 283 00:15:53,343 --> 00:15:54,111 Very good 284 00:15:58,207 --> 00:15:59,231 Everything works 285 00:15:59,999 --> 00:16:02,047 And we can be girl with the next section 20994

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.