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Creating an actual inventory system is
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Cattle are more challenging than just creating coins and health
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An inventory system might allow us to collect keys and maybe various objects for fish
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Quests that we can add to a inventory
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So what I want to do is first and foremost let you guys know the inventory systems or very.com
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In most games
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How to create a very simplistic inventory system here which was show a collected item so let's say
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Key
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It's a pop-up in the right-hand corner over here
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And if we use a key it's going to disappear
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And also guys for the purposes of this course
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I'm going to only allow for one inventory item being held at a time
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I know that sounds like it's very limiting by believe it or not even never song my recent release on switch
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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PlayStation apple Arcade
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Only allows for one inventory item being held at a time
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So how exactly are we gonna start doing this
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What the very least I know that I want to create some inventory item indicators
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Does jump into rui and double click it
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I know I need a slot that shows up that's blank
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I just got a new layer
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Select the
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Ellipse tool here so click and holding make sure it's all selected
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Ian let's go ahead and create a lips here
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Now you never said a squash I can make all sorts of shapes year old shifts so it's a uniform circle
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I'm really create about right
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To make sure that is filled with white
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And make sure the stroke is 9
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Just be sure you select your Move to when you are moving around and if you guys are struggling to see
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Is transformed controls
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Resume and you can see it better
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Rotating or scaling
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Simply because
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You need to make sure that when you've selected the move tour
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Show transform controls is ticked
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True
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And where
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Is also selected
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No it for some reason you've deselected
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Your circle here
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If you have parcel acted
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If you want to select the circle you can either select the layer here or
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Select
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Remove door and press ctrl and click
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And now we can move it over here
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This is going to be our
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What's 3 name it inventory
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Link
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My sister blank slot right
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Does jump back in the Unity
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Input there
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Rui
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In the canvas
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Import
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Selecta you I in actually got a spray editor you just make sure it's showing up
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Let's go to our
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Black back on here by clicking this button is going to show us
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Ok
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Give us a better idea of where it actually is so it's like I got moved all the way down here so there is our inventory
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That looks great
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So let's go ahead in bring this into a UI canvas
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Talking to do as well just to create a new game object
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UI
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Image
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Ok it looks really big but it actually really small on the game view
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How much is dragon armour here
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Guys remember
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How to set the Anchor Presets
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To the top right
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Perfect hairy girl
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Just because I want us to be perfectly in line I'm in a drag this over all the way over here is zoom in some close
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Looks like you're about three-and-a-half 3 and a quarter for three three and 3 quarters Square
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Where is grade units
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Away from the left
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Side of a canvas so
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If we just drag over to the right
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News similar principles so 3
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27/5
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Units from the right
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That's fine and take to be too picky here so we got a square here
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Now let's go ahead and drag that inventory blank into the spray field
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Here we go and then just let me decide
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Alright
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So now we have an inventory blank so it's just a little circle here
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And
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Little Miss alive now that we've said the size Drake there we go
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Alright so
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Is dragon animal
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I must be sure to rename this
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Inventory
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Adam
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So basically what we're gonna do here
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Is when we collect a key
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When it's added to your inventory
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We're going to add it to the inventory
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Via script
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Also going to indicate that we have that item
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Am I going to replace this blank sprite
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With
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80 sprite
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Example
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Tesco heading Creed that he spray really quickly
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But jump back into Photoshop nearly there click on Photoshop or you can just double click on
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UI for a shop aisle
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So we have a blank inventory item
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Just got him create a key
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Now we're going to get into actually doing artwork
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In a Later series sofa now which is going to Google
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Google Keep yng I would like this one so let's just right click on it say there's
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NN
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Save it in a download file
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All I do is just click on it it opens right up in Photoshop
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If it doesn't open up in Photoshop on a medically
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Just be sure you go to your downloads folder here right click go to open with
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Nazi Photoshop you can choose another app and actually you should probably do it this way anyway choose another
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What's the time for the shop in the news always use this app to open png files
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How to make things a lot easier for you
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Once it's opened up in Photoshop I'm just gonna press control a
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Select this entire
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P&g care and control see that's just edit copy right
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Going to my UI file here in control via that's just pay store
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Pace
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Ragged on over here now if you don't see any controls
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Taxi scale
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Because when you have
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The move tool selected here
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Show transform controls is not ticked to true
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I want to make sure that the layer is selected here
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That allows me to actually
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Click on this
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Any more
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Suck my life
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The way that I select a layer is I hope control
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And then now I can click
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So you want to select something
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When you're using
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The move tool
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Control
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All sorts of stuff
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Torquay
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The transform box is showing up so we can scale it down just a little bit
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In the present
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Now it's been Transformed
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To a smaller size
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I'm going to put it I'll have a bit centre here
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Shift
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Just tried to the 11 I cannot allow us to actually drag along the x-axis in Photoshop
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Last thing we want to do image adjustments invert
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Invert from Black
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Be sure you name it inventory
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Key
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Remember guys I like to name things with the broader category as the first word
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Any more specific category
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At last
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So it's a broad category of inventory
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Any more specific category of key or blank
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Or maybe you get a flamethrower or maybe you get
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And I Know It trophy
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You slowly get more specific
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As you go down a line of words to the right so
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Generic then specific
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Alright
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Save
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When is John back in the Unity
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The import
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Awesome
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And as you can see we now have an inventory key
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An inventory blank
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So you may notice something here
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We're going to the you I hear you got a Sprite editor
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We turn the background black just for the purposes of looking around in zoom in and then click the middle Mouse button to drag
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You noticed that the key is much bigger
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In the inventory blank
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So what that means is
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If I swap out this inventory item
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With the key
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She is really small
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How can a we're being wanted to be Dad
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How do we solve this
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Just going to Photoshop you
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And this is actually a really simple trick that you can do
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Resume in
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And that's with
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Prezi and then ensure that scrubby zoom is turned off I really don't like scrubby zoom if you want to use that
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But I turn off family room in the night
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Zoom in here
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Prestige
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I can see that this size
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Is a little bit bigger
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And this one
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Press ctrl click on this
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See that
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It's about 100 pixels
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That bloke all out there showing the size there about 100 pixels
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100 pixels
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So let's go ahead in try and make this 100 pixels by 100 pixels
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Even being 100 pixels by 100 pixels it'll make sense in just a second
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So we have this inventory blank layer selected
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You can duplicate it by going to right click
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How much is name this inventory blank
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This not really matter just me so it's just presenter here
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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And now we can actually scale this up
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That big here double click
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Or press enter
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And now the transform has been confirmed
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In luck we can change the opacity of this layer
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Bring it down to 5%
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Now it looks like it might be a little bit bigger
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Dennis key
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How we know they were hitting the exact size of this key
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Why should go to view
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And they make sure your rollers
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Is ticked to true
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And all that means it's going to show these rulers here
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The cool thing you can do it is rollers actually create guides
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But you want to make sure that those guys actually show up
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So when you got a view
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Show
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Make sure guides is turned on
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Drag these guides down
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It looks like the top is about right here
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And I will do another one drag down
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There's the bottom ok
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Looks like
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This needs to be moved down a little bit
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Let's make a little bit brighter
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We can see area
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I like both of these holding shift
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Excited both layers
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And now I can actually just scale it down and move it down
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As one unit
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Here we go
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Know if this was maybe over here like that
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If you select both layers you can actually just sent to them up
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Using is a line tortilla so that's the vertical one
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When is the horizontal
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But now it looks like it's exactly the size of the key
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And I really like that Alex great
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So
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One of the ways we could get this to work is simply just convert this to a smart object
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And that basically put everything into one file so I can double click on this if I want to change
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Things so for example if I wanted to make a
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Can I make this right or something
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Just save that
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Go back into my UI file
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Can you see it updated
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Basically when you create a smart object create a Photoshop file inside of a Photoshop file you only just
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How unity sees this there because the moment you import this into unity or just updated inside of you
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It's not going to see another Photoshop file it is going to go all that's another png layer
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Don't worry too much about that
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So we do it that way
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And now we have one image here
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And us go back into that so just double click and
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Let's make it white again
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And save it out
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And it looks like we're going to go
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Don't forget to rename you later
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Tell us to inventory
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Unity remember that this is the blank inventory item
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Go back to where you are I and go to the import settings and then Sprite editor and take a look when we can collect this
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Ok great so now we have a black background
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It looks like we're getting close we want this to be the exact same size so that when we swap them out
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You collect the key
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The sizes match
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What looks like this one is 103 by 1 and 3
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That number how about 105 by 105
268
00:13:10,015 --> 00:13:13,599
Again guys what were changing here is not the size of the p&g
269
00:13:13,855 --> 00:13:16,415
Where does changing the size of the cut out
270
00:13:16,671 --> 00:13:17,695
Other png
271
00:13:18,207 --> 00:13:24,351
This is literally looking over transparency with these printed Sprites on it and you literally with an exam
272
00:13:24,607 --> 00:13:27,423
Cutting out the Sprite ok
273
00:13:28,447 --> 00:13:32,031
So this one here was just thinking the same thing 105
274
00:13:33,311 --> 00:13:34,591
Bye 105
275
00:13:35,103 --> 00:13:35,871
We go
276
00:13:36,383 --> 00:13:39,711
Does the inventory key and this is the inventory blank
277
00:13:39,967 --> 00:13:41,503
Reply
278
00:13:42,527 --> 00:13:45,343
Alright and then xlove are spray editor
279
00:13:46,111 --> 00:13:48,927
And you're still no it's small and that's ok
280
00:13:49,439 --> 00:13:51,231
Manchester concert need a size here
281
00:13:52,255 --> 00:13:52,767
Awesome
282
00:13:53,023 --> 00:13:57,887
So what happens that say if I use the spiky that's tested out
283
00:13:58,399 --> 00:13:59,935
I use the spiky
284
00:14:00,447 --> 00:14:01,983
Script that will say
285
00:14:02,239 --> 00:14:04,543
Swap it back to inventory blank
286
00:14:05,823 --> 00:14:11,967
Sweet turn out a blank inventory item some of you might be thinking Thomas that kind of looks like an item it doesn't
287
00:14:12,223 --> 00:14:16,575
A blank slate what would you do is actually just jump back in the photo shop
288
00:14:17,343 --> 00:14:23,231
Open up that smart object for the inventory blank Sprite that is double click on this layer
289
00:14:24,511 --> 00:14:28,351
This bigger circle to something like 1%
290
00:14:29,119 --> 00:14:30,399
If you make it 0
291
00:14:30,655 --> 00:14:33,471
You know these girls can I get confused and shrink down
292
00:14:33,727 --> 00:14:35,263
That's sliced size
293
00:14:36,031 --> 00:14:42,175
Remember we didn't actually save the UI file we only save the smart object so make sure when you say this
294
00:14:42,431 --> 00:14:45,759
Project with ctrl S jump back into your new wife I'll
295
00:14:46,271 --> 00:14:47,295
And then it save again
296
00:14:48,063 --> 00:14:52,415
So we're going uni here it's going to automatically update this
297
00:14:52,927 --> 00:14:54,719
You can't even see that circle
298
00:14:54,975 --> 00:14:57,279
It's still exist you can barely see it
299
00:14:58,303 --> 00:15:00,607
But I think for the purposes of this tutorial
300
00:15:00,863 --> 00:15:01,631
That looks great
301
00:15:02,399 --> 00:15:05,215
Against the reason why we added this faint circle
302
00:15:05,471 --> 00:15:07,519
It's so that when we go to the spray editor
303
00:15:09,567 --> 00:15:10,847
Internet background black
304
00:15:11,615 --> 00:15:14,431
It doesn't put these up really snug with each other
305
00:15:14,943 --> 00:15:16,479
Allows us to create
306
00:15:16,735 --> 00:15:18,783
Same size for both of them
307
00:15:19,039 --> 00:15:23,647
So that we can swap them out with scripts and you're not going to get weird scaling issues
308
00:15:24,415 --> 00:15:25,183
Ok
309
00:15:25,439 --> 00:15:28,255
So we have a blink inventory slot
310
00:15:28,767 --> 00:15:30,303
That will be swap down
311
00:15:30,815 --> 00:15:32,607
When you collect a key for example
312
00:15:33,119 --> 00:15:34,655
With the inventory key
313
00:15:34,911 --> 00:15:35,423
Sprite
314
00:15:35,679 --> 00:15:38,495
I just collected achy right that's how it's supposed to look
315
00:15:39,007 --> 00:15:44,639
Alright let's do one last thing here let's just double check and make sure everything looks good and various sizes
316
00:15:47,199 --> 00:15:49,503
Can I suggest you guys double check as well
317
00:15:51,039 --> 00:15:52,063
Sweet looks awesome
318
00:15:52,575 --> 00:15:58,719
Everything was good at various sizes no matter where were playing this game whether it's on your Xbox PlayStation
319
00:15:58,975 --> 00:16:01,535
Apple devices anything is going to look great
320
00:16:01,791 --> 00:16:06,911
In the next section we can talk about coding this inventory system and swapping up that key
321
00:16:07,679 --> 00:16:13,823
So this is where the fun begins now that we have the UI for the inventory
322
00:16:14,079 --> 00:16:16,127
We can collect so for example a key
323
00:16:16,639 --> 00:16:22,783
I need actually write some script that will throw the key on the screen and also script something that place is that
324
00:16:23,039 --> 00:16:24,831
Into some kind of variable
325
00:16:25,343 --> 00:16:27,903
So instead of creating a whole new script
326
00:16:28,415 --> 00:16:29,951
For our inventory
327
00:16:30,463 --> 00:16:34,559
Because we're going to keep things clean and simple we're going to put it inside of the player screw
328
00:16:34,815 --> 00:16:37,119
I told you guys will be using the player script a lot
329
00:16:37,375 --> 00:16:38,655
Set up new player
330
00:16:40,703 --> 00:16:43,775
And working I create a new variable type
331
00:16:44,031 --> 00:16:44,543
Call
332
00:16:44,799 --> 00:16:45,567
Dictionary
333
00:16:46,591 --> 00:16:47,103
Now
334
00:16:47,871 --> 00:16:51,711
It's not like an integer it's not a float it's not bullying
335
00:16:52,479 --> 00:16:58,623
It's not a vector to it's not about 3 it's a totally different type of variable and it's a really cold
336
00:16:58,879 --> 00:17:01,695
Because they can store values inside of it
337
00:17:01,951 --> 00:17:05,791
So let's just write it out in don't panic it's going to look weird
338
00:17:06,047 --> 00:17:12,191
But it all makes sense to you eventually I just trust me guys just keep practising
339
00:17:13,471 --> 00:17:14,751
Where to take the public
340
00:17:15,519 --> 00:17:16,543
Dictionary
341
00:17:17,311 --> 00:17:19,359
Ok like a dirty telling us how to write this
342
00:17:19,615 --> 00:17:22,431
Ok so can I use these less than
343
00:17:22,687 --> 00:17:23,967
Integrated hand signs
344
00:17:24,223 --> 00:17:26,527
So what we do here is type string
345
00:17:27,807 --> 00:17:29,087
And then sprite
346
00:17:29,343 --> 00:17:35,487
What the heck Tom is what is this mean well first of guys I wanted to be on
347
00:17:35,743 --> 00:17:37,023
I'm looking
348
00:17:37,535 --> 00:17:39,839
Add unity documentation right now
349
00:17:40,095 --> 00:17:40,863
Ok
350
00:17:41,119 --> 00:17:42,655
I don't memorise this
351
00:17:42,911 --> 00:17:44,959
It's okay to not memorise
352
00:17:45,215 --> 00:17:48,031
Complex variable forms like this
353
00:17:48,799 --> 00:17:50,335
So it's ok love things up
354
00:17:50,591 --> 00:17:53,407
Basically what this means is were going to store
355
00:17:53,663 --> 00:17:54,431
A string
356
00:17:54,687 --> 00:17:56,223
M a sprite
357
00:17:56,991 --> 00:17:58,271
Inside of this dictionary
358
00:17:58,783 --> 00:18:03,391
Ok dictionary as being able to say that one
359
00:18:04,671 --> 00:18:06,719
Of the dictionary is going to be
360
00:18:07,231 --> 00:18:08,255
Let's see
361
00:18:08,511 --> 00:18:09,791
Gym
362
00:18:10,559 --> 00:18:11,327
Along with
363
00:18:12,095 --> 00:18:13,375
C1 sprite
364
00:18:14,911 --> 00:18:17,215
That's basically what this dictionary is going to allow for
365
00:18:17,727 --> 00:18:23,871
And technically we could do a tonne of sloths here we could add a ton of inventory items
366
00:18:24,127 --> 00:18:25,919
We can have slight too
367
00:18:26,431 --> 00:18:27,455
Is there any equal
368
00:18:28,223 --> 00:18:33,343
About gem key in ASDA string
369
00:18:33,599 --> 00:18:34,879
Nng sprite
370
00:18:35,135 --> 00:18:41,279
Jam key spray terrible terrible name
371
00:18:41,535 --> 00:18:47,679
Get the point right so that's what are dictionaries for it's really abstract right now I think in your head right now
372
00:18:47,935 --> 00:18:48,959
Pretty blurry right
373
00:18:49,983 --> 00:18:54,591
It's gonna make sense I promise I just keep going I find I just
374
00:18:54,847 --> 00:19:00,991
Going and keep what is the song Tori sings just keep swimming right just keep swimming
375
00:19:01,247 --> 00:19:07,391
Keep going and it's going to make sense I promise this dictionary
376
00:19:07,647 --> 00:19:09,183
So let's call it inventory
377
00:19:09,951 --> 00:19:11,231
Now what I done yet
378
00:19:11,743 --> 00:19:15,839
This is weird syntax and it's ok to reference unity documentation
379
00:19:16,351 --> 00:19:17,631
Equal
380
00:19:17,887 --> 00:19:19,935
A new dictionary
381
00:19:21,983 --> 00:19:23,263
String spray
382
00:19:23,775 --> 00:19:25,055
There we go
383
00:19:25,567 --> 00:19:26,591
And close out
384
00:19:27,103 --> 00:19:33,247
Again guys this looks weird right I would not be able to memorise this my memorization skills are
385
00:19:33,503 --> 00:19:34,015
Brenda's
386
00:19:34,271 --> 00:19:38,111
It's ok if you don't memorise how to do this
387
00:19:39,135 --> 00:19:41,439
Simply copying and pasting is essentially
388
00:19:41,695 --> 00:19:43,231
Communities documentation
389
00:19:43,487 --> 00:19:45,791
What does matter is I know
390
00:19:46,047 --> 00:19:48,863
That we need to use the variable type dictionary
391
00:19:49,119 --> 00:19:50,655
To store inventory items
392
00:19:51,679 --> 00:19:52,959
So that's the important thing
393
00:19:53,727 --> 00:19:55,519
Get rid of this
394
00:19:55,775 --> 00:19:56,543
David out
395
00:19:57,055 --> 00:19:59,103
And the next thing we want to do
396
00:19:59,871 --> 00:20:00,895
Is wee white
397
00:20:01,151 --> 00:20:02,943
To start to add
398
00:20:03,199 --> 00:20:07,807
Some inventory items and see if it works ok so let's add
399
00:20:08,063 --> 00:20:08,831
The key
400
00:20:09,087 --> 00:20:10,879
Inventory item ok
401
00:20:11,391 --> 00:20:12,671
How will we do this
402
00:20:12,927 --> 00:20:13,951
Well
403
00:20:14,719 --> 00:20:15,743
What's tested
404
00:20:16,255 --> 00:20:21,631
In the start here I like to test things out in the start function just to see if it actually works
405
00:20:21,887 --> 00:20:22,399
Ok
406
00:20:22,911 --> 00:20:29,055
So I know you have a variable called inventory so I can do inventory and then I can do some poo
407
00:20:29,311 --> 00:20:30,079
Functionality
408
00:20:30,335 --> 00:20:32,127
With this dictionary
409
00:20:32,383 --> 00:20:33,407
Variable type
410
00:20:34,175 --> 00:20:36,735
Actually use the word hadn't shown up right there
411
00:20:36,991 --> 00:20:37,759
Ok cool
412
00:20:38,271 --> 00:20:39,807
My apprentices
413
00:20:40,319 --> 00:20:44,671
Ok so I can add a string value yeah there it is and I can also display value
414
00:20:45,439 --> 00:20:47,487
Ok so I can add a key one
415
00:20:47,999 --> 00:20:49,279
Are you comma
416
00:20:49,791 --> 00:20:53,631
And then some Sprite so key sprite
417
00:20:54,911 --> 00:20:56,447
Say that out and
418
00:20:56,703 --> 00:20:57,471
Make sure we
419
00:20:57,727 --> 00:20:59,007
Close it out with semicolon
420
00:20:59,519 --> 00:21:01,823
Why is this red zigzag appearing
421
00:21:02,591 --> 00:21:06,687
The name keys bright does not exist in the current context
422
00:21:07,199 --> 00:21:08,991
Ok so we need to actually create
423
00:21:09,247 --> 00:21:11,551
A Sprite variable appear
424
00:21:12,063 --> 00:21:14,111
Cos it doesn't really know what that is right
425
00:21:14,623 --> 00:21:17,696
Just got hen do that was create a public sprite
426
00:21:18,208 --> 00:21:19,744
He's sprite
427
00:21:20,256 --> 00:21:21,792
We need to do for now
428
00:21:22,560 --> 00:21:24,352
Back in the unity here
429
00:21:25,120 --> 00:21:26,912
Chucky's bride is going to show up
430
00:21:28,192 --> 00:21:28,704
In
431
00:21:28,960 --> 00:21:29,984
A new player
432
00:21:30,240 --> 00:21:31,264
Composer here
433
00:21:32,544 --> 00:21:34,336
Realitatea
434
00:21:34,592 --> 00:21:36,640
So now we can actually have
435
00:21:37,152 --> 00:21:38,432
The inventory key
436
00:21:39,968 --> 00:21:40,480
Ok
437
00:21:40,736 --> 00:21:43,296
Does clear the console save everything
438
00:21:43,552 --> 00:21:44,576
AirPlay
439
00:21:46,624 --> 00:21:47,648
Ok so
440
00:21:47,904 --> 00:21:50,464
Nothing is really happening but
441
00:21:50,720 --> 00:21:51,744
I'm pretty sure
442
00:21:52,512 --> 00:21:54,048
We are Anarchy right
443
00:21:54,304 --> 00:21:57,888
What does debugger to see if it was added to the inventory variable
444
00:21:58,400 --> 00:22:04,544
That inventory variables in a shop anywhere is that going to change or you I currently it's literally just this
445
00:22:05,056 --> 00:22:09,920
Abstract variable floating in the abyss storing information
446
00:22:10,176 --> 00:22:12,224
Is there is this weekend at sea
447
00:22:12,480 --> 00:22:14,272
Flog It and see what we get
448
00:22:14,528 --> 00:22:15,808
Debug.log
449
00:22:16,320 --> 00:22:17,344
How about
450
00:22:17,600 --> 00:22:18,368
Inventory
451
00:22:20,160 --> 00:22:20,928
Is it save
452
00:22:21,952 --> 00:22:22,976
Back in unity
453
00:22:24,768 --> 00:22:25,536
And
454
00:22:25,792 --> 00:22:31,936
Hit play again we get these warnings all the time don't worry about your warnings too much you need to fix them eventually
455
00:22:32,192 --> 00:22:36,032
Let's go down 1920 by 1080 so we can see little bit more here
456
00:22:36,544 --> 00:22:39,616
That is very confusing lochia
457
00:22:39,872 --> 00:22:41,664
Looks like it exists
458
00:22:42,176 --> 00:22:42,944
It says
459
00:22:43,200 --> 00:22:43,712
Dad
460
00:22:44,480 --> 00:22:50,368
Inventory is systems collections generic dictionary with a string in aseprite
461
00:22:50,880 --> 00:22:55,232
In so you can see that it's kind of logging something a little bit abstract
462
00:22:55,744 --> 00:22:57,792
We get a little bit more specific
463
00:22:58,304 --> 00:23:02,912
So it's really telling us what the inventory is which is a dictionary
464
00:23:03,424 --> 00:23:04,448
Variable type
465
00:23:04,704 --> 00:23:06,240
Inventory
466
00:23:06,752 --> 00:23:09,312
And it looks like we can do something like this
467
00:23:09,568 --> 00:23:10,336
England Tory
468
00:23:10,848 --> 00:23:16,992
Mm2 a bracket and a left ok so this is kind of like maybe you can remember matrices or
469
00:23:17,248 --> 00:23:20,832
Arrays in math class is kind of what this is
470
00:23:21,088 --> 00:23:24,160
So we have these brackets here we can actually find
471
00:23:24,416 --> 00:23:26,208
What the spray is
472
00:23:26,720 --> 00:23:32,864
For the string key one so little was looking up I must like when a dictionary lookup
473
00:23:33,376 --> 00:23:35,680
What's the spray associated with keyone
474
00:23:35,936 --> 00:23:36,960
That's pretty cool
475
00:23:37,472 --> 00:23:38,752
Just read it and see what happens
476
00:23:42,080 --> 00:23:42,848
Awesome
477
00:23:43,360 --> 00:23:45,408
Inventory key
478
00:23:46,688 --> 00:23:51,296
Is the Sprite if literally like unit is opening up a dictionary
479
00:23:51,552 --> 00:23:55,904
I'm looking for ok what's the spray associated with T1
480
00:23:57,184 --> 00:23:58,208
Tells us
481
00:23:58,464 --> 00:24:01,536
When we asked it to be logged into the console window
482
00:24:01,792 --> 00:24:02,816
It tells us that it
483
00:24:05,376 --> 00:24:06,144
Is right here
484
00:24:06,400 --> 00:24:07,168
Inventory key
485
00:24:08,192 --> 00:24:09,728
What's Lyca dictionaries working
486
00:24:09,984 --> 00:24:10,752
That's great
487
00:24:11,520 --> 00:24:14,336
It doesn't make sense guys we can keep moving and hopefully
488
00:24:14,592 --> 00:24:19,456
Little Mix it actually promise it's going to make sense because really using this a lot
489
00:24:20,992 --> 00:24:26,368
So just a game a little bit of understanding of how exactly we're going to set this key image
490
00:24:26,880 --> 00:24:29,184
To swap out with this blank images
491
00:24:30,464 --> 00:24:31,488
Just do it
492
00:24:31,744 --> 00:24:33,792
In the start function just a test Adele
493
00:24:34,304 --> 00:24:36,352
So let's go into the start function
494
00:24:36,608 --> 00:24:38,400
Of the new player script here
495
00:24:38,912 --> 00:24:40,960
We've added the inventory right
496
00:24:41,728 --> 00:24:43,776
Denim overalls going to do is we're going to say
497
00:24:44,032 --> 00:24:46,848
That's bright so some pseudocode here
498
00:24:47,616 --> 00:24:49,664
Blank sprite
499
00:24:51,200 --> 00:24:52,480
Should now
500
00:24:53,248 --> 00:24:54,016
Swap
501
00:24:54,528 --> 00:24:55,808
With the keys bright
502
00:24:56,064 --> 00:24:56,576
Ok
503
00:24:58,624 --> 00:25:00,160
How to do this
504
00:25:00,672 --> 00:25:01,440
Well
505
00:25:01,952 --> 00:25:03,744
We need a reference
506
00:25:04,256 --> 00:25:06,048
To that inventory sprite
507
00:25:06,560 --> 00:25:08,608
Torch first create that reference
508
00:25:09,632 --> 00:25:13,984
We're going to go ahead and put it here where to call a public image not a sprite
509
00:25:14,240 --> 00:25:16,032
Again if you go into unity here
510
00:25:16,800 --> 00:25:18,592
Inside the inventory item
511
00:25:18,848 --> 00:25:23,456
Reusing the image component not a Sprite component or the Sprite renderer component
512
00:25:23,968 --> 00:25:25,504
Reason the image
513
00:25:26,272 --> 00:25:29,344
So we need a reference to this so if we go back into our script here
514
00:25:30,112 --> 00:25:31,392
Public image
515
00:25:31,648 --> 00:25:33,184
About inventory
516
00:25:36,000 --> 00:25:37,024
Sounds about right
517
00:25:37,280 --> 00:25:42,912
So what does it allow us to do is actually have a reference to that inventory image
518
00:25:43,680 --> 00:25:49,568
We don't really know what it is we haven't told unity what the inventory image swap even is
519
00:25:50,080 --> 00:25:53,152
So we sleep player you can see inventory images showing up
520
00:25:53,920 --> 00:25:55,712
So we can just drag this
521
00:25:56,224 --> 00:25:56,736
Here
522
00:25:58,016 --> 00:26:01,088
This gameobject is called inventory item
523
00:26:01,344 --> 00:26:07,488
So it may make more sense to me because inventory item image if you get a little bit
524
00:26:07,744 --> 00:26:13,888
Naming your variables is really important to make sure that you're not confusing yourself in the future something kind
525
00:26:14,144 --> 00:26:19,264
Inventory item image is fine so if you actually change the name of a variable
526
00:26:20,288 --> 00:26:25,664
He's going to get confused in lose that reference so just be careful renaming variables
527
00:26:26,176 --> 00:26:28,736
So we can just go and drag inventory item again
528
00:26:29,248 --> 00:26:29,760
So
529
00:26:30,016 --> 00:26:31,296
What is going on here
530
00:26:31,552 --> 00:26:33,344
Well in a new player script
531
00:26:33,600 --> 00:26:35,904
We have a ton of references to a lot of
532
00:26:36,160 --> 00:26:38,976
You know global address going to be using throughout the game
533
00:26:39,232 --> 00:26:41,536
Select inventory out of here
534
00:26:42,048 --> 00:26:45,120
Highlights this and says ok my reference is
535
00:26:45,376 --> 00:26:46,656
This image component
536
00:26:47,168 --> 00:26:49,728
Why do I need to reference the image component
537
00:26:49,984 --> 00:26:53,568
So they can swap out the inventory blank with the inventory key
538
00:26:55,104 --> 00:26:57,152
Right so we have that reference
539
00:26:57,664 --> 00:26:58,688
If we go
540
00:26:59,200 --> 00:27:00,736
Back to the new player script
541
00:27:01,760 --> 00:27:04,320
Weaken below the pseudocode here
542
00:27:04,832 --> 00:27:06,880
In all we Gotta Do Is go
543
00:27:07,392 --> 00:27:08,416
Inventory
544
00:27:10,464 --> 00:27:11,488
Image
545
00:27:11,744 --> 00:27:13,280
That sprite
546
00:27:13,792 --> 00:27:15,072
Equals
547
00:27:16,352 --> 00:27:18,656
We could do key spray if we wanted to
548
00:27:19,168 --> 00:27:22,496
Don't say that and I'll show you how it works so we going to be here
549
00:27:23,264 --> 00:27:25,056
Because this is in the start function
550
00:27:25,568 --> 00:27:26,848
A moment we hit play
551
00:27:27,104 --> 00:27:28,896
It should swap that out with the key
552
00:27:29,152 --> 00:27:29,920
There we go
553
00:27:30,688 --> 00:27:31,200
Ok
554
00:27:31,456 --> 00:27:37,600
Why is that not enough well we need to build 4 scale go for a scale means you're building a system that allows
555
00:27:37,856 --> 00:27:39,648
Functionality in the future
556
00:27:39,904 --> 00:27:42,464
Now we don't want to be so specific here
557
00:27:42,976 --> 00:27:46,560
So what we are rather do here is good want to swap the sprout
558
00:27:46,816 --> 00:27:47,328
With
559
00:27:47,584 --> 00:27:53,728
What the actual string is so that's why using a dictionary because some objects are for example
560
00:27:53,984 --> 00:27:56,544
Trophy is going to have a different sprite
561
00:27:56,800 --> 00:28:00,896
Or maybe a chainsaw is going to have a different sprite
562
00:28:01,152 --> 00:28:05,760
Right so we want to create code that allows for scale in make it reusable
563
00:28:06,016 --> 00:28:09,856
Inventory item image that Sprite is going to equal
564
00:28:10,112 --> 00:28:11,136
Inventory
565
00:28:11,648 --> 00:28:12,672
Remember we can use
566
00:28:13,696 --> 00:28:14,720
Brackets here
567
00:28:15,488 --> 00:28:17,536
And we can type T1
568
00:28:20,096 --> 00:28:23,680
If you can recall when we printed this line of code to the console window
569
00:28:23,936 --> 00:28:24,960
It was out pulling
570
00:28:25,216 --> 00:28:26,752
This the key sprite
571
00:28:27,008 --> 00:28:28,544
Let's save this year
572
00:28:29,568 --> 00:28:30,848
Engine builder unity
573
00:28:32,128 --> 00:28:37,248
So it should perform the same sort of functionality but we're just doing it in a little bit of a different way
574
00:28:37,760 --> 00:28:42,880
Perfect so we have this key Sprite showing up on start that's exactly what we want
575
00:28:43,136 --> 00:28:44,416
Play mode here
576
00:28:44,672 --> 00:28:45,952
Go back into a scrap
577
00:28:47,232 --> 00:28:49,024
So you may be wondering
578
00:28:49,280 --> 00:28:53,632
Why we need to be riding at this way why can't we just reiki sprite
579
00:28:54,144 --> 00:28:57,472
That's because we're going to create a function that allows for us
580
00:28:57,984 --> 00:28:58,496
2
581
00:28:58,752 --> 00:29:02,592
Removing add inventory items over and over again
582
00:29:02,848 --> 00:29:04,640
Without getting too specific
583
00:29:04,896 --> 00:29:06,688
With spray we want a deal
584
00:29:07,200 --> 00:29:09,760
I know that sounds confusing but just bear with me
585
00:29:10,016 --> 00:29:12,320
What's go ahead to create a new function ok
586
00:29:13,344 --> 00:29:14,880
That's where it is
587
00:29:15,136 --> 00:29:16,928
Create a new function
588
00:29:17,952 --> 00:29:20,512
Let's go head go down here and we'll call this
589
00:29:21,024 --> 00:29:21,792
Public
590
00:29:22,560 --> 00:29:23,072
Lloyd
591
00:29:23,840 --> 00:29:25,632
Add inventory
592
00:29:27,168 --> 00:29:27,680
Ok
593
00:29:28,192 --> 00:29:31,264
Creating a new function called add inventory item
594
00:29:32,288 --> 00:29:35,872
Remember the syntax for creating functions is a little weird
595
00:29:36,128 --> 00:29:36,896
Ok
596
00:29:37,664 --> 00:29:38,944
So now we're going to have
597
00:29:39,968 --> 00:29:41,248
This line of code
598
00:29:42,016 --> 00:29:43,808
Copy that delete it
599
00:29:44,576 --> 00:29:48,928
I'm going to pierce that inside of a add inventory item function ok
600
00:29:49,184 --> 00:29:53,792
So technically everyone at do we can just go into the start here and go add inventory item
601
00:29:56,096 --> 00:29:59,168
You just gonna buy this line of code is double check
602
00:29:59,424 --> 00:30:02,496
So you absolutely 100-percent believe me
603
00:30:02,752 --> 00:30:05,312
Hasting that code into the new functions
604
00:30:05,568 --> 00:30:07,360
An infinite function inside of a star
605
00:30:08,128 --> 00:30:09,152
Is just fine
606
00:30:09,920 --> 00:30:10,944
As you can see
607
00:30:11,200 --> 00:30:11,968
The key
608
00:30:12,992 --> 00:30:13,760
Swapped
609
00:30:14,272 --> 00:30:15,040
So far
610
00:30:17,088 --> 00:30:21,440
What is this function what is this ad inventory function can allow us to do
611
00:30:22,720 --> 00:30:28,864
Remember you create functions in C Sharp so the chicken use them over and over and over again so they don't have to keep
612
00:30:29,120 --> 00:30:31,936
New code at all very similar to one another
613
00:30:32,448 --> 00:30:35,776
What is creating 1 new function that can do a lot of different things
614
00:30:36,032 --> 00:30:38,848
In this case we want to add inventory items
615
00:30:39,360 --> 00:30:41,152
Based on new strings
616
00:30:41,408 --> 00:30:42,432
A new sprite
617
00:30:43,456 --> 00:30:47,296
Create a new function that's going to allow us to add
618
00:30:47,552 --> 00:30:51,136
Different kinds of strings so IKEA trophy
619
00:30:51,392 --> 00:30:54,464
Gloves boots alternative inventory items
620
00:30:54,720 --> 00:30:55,744
To our player
621
00:30:56,000 --> 00:30:59,072
And also tell unity what does Sprite even is
622
00:31:00,608 --> 00:31:03,168
What we can do with something really cool with functions
623
00:31:03,424 --> 00:31:05,984
Not actually add parameters
624
00:31:06,752 --> 00:31:08,800
Remember how when we created this dictionary
625
00:31:09,312 --> 00:31:11,104
We said we can pass in a string
626
00:31:11,360 --> 00:31:12,384
And also a sprite
627
00:31:12,640 --> 00:31:15,200
Tony's case where passing inky one
628
00:31:15,456 --> 00:31:16,480
Anansi sprite
629
00:31:16,992 --> 00:31:19,296
You can do something similar when you create a function
630
00:31:19,552 --> 00:31:22,112
Security pass into a function
631
00:31:22,368 --> 00:31:23,136
Parameters
632
00:31:23,648 --> 00:31:24,928
I know that sound weird
633
00:31:25,184 --> 00:31:26,720
Go with me for one second
634
00:31:27,744 --> 00:31:30,816
If I said add inventory item
635
00:31:31,072 --> 00:31:32,864
This printer sees basically says
636
00:31:33,120 --> 00:31:36,704
Hey is there anything you want to tell me to do specifically
637
00:31:37,472 --> 00:31:39,776
Well we can actually pass in some parameters
638
00:31:40,288 --> 00:31:43,872
So what if I wanted this ad inventory out of function down here
639
00:31:44,128 --> 00:31:45,664
To be pretty specific
640
00:31:46,176 --> 00:31:48,480
What's the one of the 82 instead of 81
641
00:31:48,992 --> 00:31:53,088
What if I wanted instead of the key Sprite what if I wanted like a gem coloured spray
642
00:31:53,344 --> 00:31:54,368
The totally different spray
643
00:31:55,392 --> 00:31:57,696
Well you can actually use something called parameters
644
00:31:58,720 --> 00:32:00,768
And basically make a function
645
00:32:01,280 --> 00:32:02,304
Customisable
646
00:32:02,560 --> 00:32:05,632
In in specific to the information has been passed into
647
00:32:06,144 --> 00:32:10,496
Search for appear in take a look at the Calling of this ad inventory item function
648
00:32:10,752 --> 00:32:12,032
Play some pseudocode
649
00:32:13,568 --> 00:32:15,616
I want to add
650
00:32:15,872 --> 00:32:17,152
In inventory item
651
00:32:20,992 --> 00:32:21,504
Key
652
00:32:22,784 --> 00:32:24,832
With a Sprite of
653
00:32:25,344 --> 00:32:26,624
Ice Age MP
654
00:32:28,160 --> 00:32:30,720
What actually do that with these printers here
655
00:32:31,232 --> 00:32:36,096
I need been wondering where it is precious is even here for when you're calling functions well
656
00:32:36,608 --> 00:32:38,400
So are you doing something like
657
00:32:38,912 --> 00:32:40,448
String of T2
658
00:32:40,960 --> 00:32:41,984
And
659
00:32:42,496 --> 00:32:43,264
Tim key
660
00:32:45,312 --> 00:32:49,408
Bare with me I know it looks a little bit confusing but all were trying to do is
661
00:32:49,664 --> 00:32:52,224
Add an inventory item of T2
662
00:32:52,736 --> 00:32:54,016
With the djembe sprite
663
00:32:55,296 --> 00:33:01,440
Doesn't work exactly just yet we need actually tell the function what the parameters
664
00:33:01,696 --> 00:33:04,000
Right so we actually need to say
665
00:33:04,256 --> 00:33:08,864
Well you can have a string and that's going to be the inventory name
666
00:33:09,888 --> 00:33:10,400
Karma
667
00:33:10,912 --> 00:33:12,448
Aseprite
668
00:33:13,472 --> 00:33:14,240
Call Ben
669
00:33:14,752 --> 00:33:15,520
Image
670
00:33:15,776 --> 00:33:17,312
How you doing is creating this
671
00:33:17,568 --> 00:33:19,104
Temporary variables
672
00:33:19,360 --> 00:33:21,152
That we can pass information into
673
00:33:21,664 --> 00:33:22,944
In reference those
674
00:33:24,224 --> 00:33:28,576
So all we do is change this out from T12 inventory name
675
00:33:29,344 --> 00:33:31,392
And then we change this out to image
676
00:33:33,696 --> 00:33:36,000
So I know it's confusing
677
00:33:36,768 --> 00:33:38,048
Just bear with me here
678
00:33:38,560 --> 00:33:40,608
Add inventory item here
679
00:33:40,864 --> 00:33:42,400
Dysfunctions mean called
680
00:33:42,912 --> 00:33:45,216
Were passing into this function
681
00:33:45,472 --> 00:33:46,496
T2
682
00:33:47,008 --> 00:33:49,568
So literally because this is in the first
683
00:33:49,824 --> 00:33:51,616
Slot of the parameters
684
00:33:51,872 --> 00:33:53,920
It's saying ok watch string
685
00:33:54,688 --> 00:33:55,712
Can I pass well
686
00:33:55,968 --> 00:33:59,552
This inventory name is going to be this ketu
687
00:34:00,064 --> 00:34:02,624
Inventory dad is going to add
688
00:34:02,880 --> 00:34:03,904
Ketu
689
00:34:04,672 --> 00:34:05,952
Inventory dictionary
690
00:34:06,464 --> 00:34:08,256
Is going to add the gym key
691
00:34:08,768 --> 00:34:10,048
To the inventory as well
692
00:34:11,072 --> 00:34:12,864
Why you can see the gym key is
693
00:34:13,376 --> 00:34:16,704
Zigzag that's because we have an actually created the variable here
694
00:34:16,960 --> 00:34:19,264
So let's just go ahead and read that really quick
695
00:34:19,776 --> 00:34:23,616
Baby change the name of a little bit something like key jam
696
00:34:23,872 --> 00:34:24,896
Brighton
697
00:34:27,456 --> 00:34:29,504
Energies can be there and we'll pay that here
698
00:34:30,272 --> 00:34:31,040
Say it
699
00:34:31,808 --> 00:34:32,576
Now
700
00:34:33,088 --> 00:34:34,368
Add
701
00:34:35,392 --> 00:34:36,160
This
702
00:34:37,184 --> 00:34:38,208
Your inventory
703
00:34:38,720 --> 00:34:39,744
It also
704
00:34:40,000 --> 00:34:40,768
Simply
705
00:34:41,280 --> 00:34:42,560
Set this to
706
00:34:42,816 --> 00:34:45,120
Whenever that inventory name is ok
707
00:34:47,424 --> 00:34:48,192
Here we go
708
00:34:49,984 --> 00:34:52,032
So now we've created a function
709
00:34:52,544 --> 00:34:57,920
That allows us to add inventory items of whatever we choose
710
00:34:58,432 --> 00:35:02,272
Confusing so what we're going to do as we're going to save this
711
00:35:03,296 --> 00:35:04,320
How can I help play
712
00:35:06,624 --> 00:35:08,416
Just going to make sure it works right
713
00:35:09,696 --> 00:35:13,536
So so far it's broken it's confused
714
00:35:13,792 --> 00:35:15,840
Why is that I'm glad this happened
715
00:35:16,352 --> 00:35:17,376
If we jump back
716
00:35:17,632 --> 00:35:18,912
Into a script here
717
00:35:19,680 --> 00:35:20,448
Younotus
718
00:35:20,704 --> 00:35:23,520
We passing the gym key sprite
719
00:35:24,544 --> 00:35:28,384
The nearest when we fired the add inventory item function
720
00:35:28,896 --> 00:35:29,920
We were able
721
00:35:30,176 --> 00:35:31,968
To set the inventory item
722
00:35:32,224 --> 00:35:33,760
String to key 2
723
00:35:34,016 --> 00:35:35,808
Add that your inventory
724
00:35:37,088 --> 00:35:41,184
What does ygm spread even is we need to make sure we specify that
725
00:35:41,440 --> 00:35:44,256
In the parameters of jump back in the Unity
726
00:35:44,512 --> 00:35:48,352
Can you can see hear or keygen Sprite is nothing right
727
00:35:48,608 --> 00:35:50,912
So let's just go into a UI here
728
00:35:51,424 --> 00:35:52,704
Photoshop file
729
00:35:53,728 --> 00:35:56,032
So let's just right click on this inventory
730
00:35:56,288 --> 00:35:57,568
Current duplicate layer
731
00:35:58,336 --> 00:35:59,360
To call this
732
00:36:02,176 --> 00:36:03,968
And draganova
733
00:36:04,224 --> 00:36:06,528
Just use Jasmine's
734
00:36:07,040 --> 00:36:09,344
New saturation images colorizer
735
00:36:10,368 --> 00:36:13,184
If a colour is here maybe make the line is a little lower
736
00:36:13,440 --> 00:36:14,976
Bring up the saturation
737
00:36:15,232 --> 00:36:17,536
And let's make it a gem colour
738
00:36:18,304 --> 00:36:21,888
That green
739
00:36:22,144 --> 00:36:24,960
Turn that down and if we go back in the Unity
740
00:36:26,240 --> 00:36:29,312
What is important we now have the inventory jamke
741
00:36:30,336 --> 00:36:33,664
Remember we want to go into the spray editor just to double check here
742
00:36:34,432 --> 00:36:36,992
And make sure it's sized appropriately
743
00:36:37,248 --> 00:36:40,064
Remember this one's 105 this ones 105
744
00:36:40,320 --> 00:36:42,368
21 of 5 as well
745
00:36:42,880 --> 00:36:43,648
105
746
00:36:45,184 --> 00:36:49,792
And that is an image rage MP it's just wait because we've actually invert the colours
747
00:36:50,304 --> 00:36:52,608
Turn that off
748
00:36:52,864 --> 00:36:53,632
That's perfect
749
00:36:53,888 --> 00:36:54,912
Reply
750
00:36:55,936 --> 00:36:57,472
Sprite editor
751
00:36:57,984 --> 00:37:00,288
And remember guys we need that reference
752
00:37:00,544 --> 00:37:02,080
Tell inventory key jam
753
00:37:02,336 --> 00:37:04,384
Where did driver Torquay gym spray
754
00:37:05,408 --> 00:37:06,176
Here we go
755
00:37:07,456 --> 00:37:08,224
Now
756
00:37:08,480 --> 00:37:10,016
When we hit play
757
00:37:10,272 --> 00:37:12,832
That green junkie is going to show up
758
00:37:14,368 --> 00:37:15,136
There it is
759
00:37:16,928 --> 00:37:23,072
I'm sure a lot of you're watching this right now I'm thinking I don't know what the heck he just did
760
00:37:23,328 --> 00:37:29,216
Turn on blame you guys I feel the same way honestly I've been there I know exactly how it feels to just have
761
00:37:29,472 --> 00:37:33,056
Abstract code thrown in your face and it makes no sense
762
00:37:34,080 --> 00:37:35,616
I'm going to do a quick recap
763
00:37:36,384 --> 00:37:38,176
We create functions
764
00:37:38,944 --> 00:37:41,504
When we want to use code
765
00:37:41,760 --> 00:37:43,552
Over and over and over again
766
00:37:44,064 --> 00:37:48,160
Technically I could copy all of this information in here all this code
767
00:37:48,672 --> 00:37:50,208
And paste it here
768
00:37:50,464 --> 00:37:52,512
It will do the exact same thing right
769
00:37:52,768 --> 00:37:55,072
What I want to do it here too
770
00:37:57,120 --> 00:38:00,448
I got redundant code I'd like cold all over the place
771
00:38:00,960 --> 00:38:02,752
So that's why you put
772
00:38:03,008 --> 00:38:04,800
Simple lines of code
773
00:38:05,056 --> 00:38:06,080
In the functions
774
00:38:06,336 --> 00:38:12,224
The problem is sometimes you want a function to be a little bit more specific and not so generic
775
00:38:12,736 --> 00:38:18,880
The Way You Make It specific so for example if I wanted to add a key or a boot or
776
00:38:19,904 --> 00:38:25,024
The way you make functions more specific will also ensure that you can reuse them
777
00:38:25,536 --> 00:38:29,632
Is you pass through what's called parameters into your function
778
00:38:30,144 --> 00:38:35,520
So I have this function here and I've told you nearly that I want this function to pass in
779
00:38:36,032 --> 00:38:38,848
An inventory name and a string variable type
780
00:38:39,616 --> 00:38:40,896
In an image
781
00:38:41,152 --> 00:38:42,176
Which is a sprite
782
00:38:42,944 --> 00:38:45,248
I can pass in those two things
783
00:38:45,504 --> 00:38:46,272
NN
784
00:38:47,040 --> 00:38:50,368
Just have the inventory ad functions fire
785
00:38:50,624 --> 00:38:54,720
In regard to use the inventory name so whatever we set the string to
786
00:38:54,976 --> 00:38:56,256
And also this image
787
00:38:56,512 --> 00:38:59,328
Which these two are linked here at least your link here
788
00:39:00,608 --> 00:39:02,144
What we're not just adding
789
00:39:02,400 --> 00:39:08,032
A blank image we're adding the image that we said to use when we call this function
790
00:39:09,312 --> 00:39:11,360
So the images keygem sprite
791
00:39:12,384 --> 00:39:13,408
And also
792
00:39:13,664 --> 00:39:15,456
Keytool is the string
793
00:39:16,736 --> 00:39:20,064
Ok so we fired this function the moment unit B starts
794
00:39:21,088 --> 00:39:21,856
We called it
795
00:39:23,392 --> 00:39:25,440
And it's going to pass through
796
00:39:26,720 --> 00:39:28,512
The string key to
797
00:39:29,280 --> 00:39:32,096
Is it going to pass that through to here
798
00:39:32,608 --> 00:39:33,888
Add to the inventory
799
00:39:34,656 --> 00:39:35,936
Eventbrite
800
00:39:36,192 --> 00:39:37,984
Pass through
801
00:39:38,240 --> 00:39:38,752
Tahir
802
00:39:40,032 --> 00:39:45,664
Almost like a game of telephone except in this case he never screws up
803
00:39:45,920 --> 00:39:48,736
Right it's always going to know exactly what you want to do
804
00:39:48,992 --> 00:39:51,552
Because it's just saying ok you said to you too
805
00:39:52,064 --> 00:39:53,600
I'm gonna add that here
806
00:39:53,856 --> 00:39:55,648
You said keygem sprite
807
00:39:55,904 --> 00:39:56,928
I mean it had that here
808
00:39:57,440 --> 00:39:59,744
So what we can do all sorts of ways
809
00:40:00,256 --> 00:40:02,048
Add inventory item
810
00:40:02,560 --> 00:40:03,072
Cat
811
00:40:04,096 --> 00:40:05,632
And then we would just
812
00:40:06,144 --> 00:40:09,472
Say what's the spray was called cat spray
813
00:40:11,264 --> 00:40:14,080
You do a times you can do it all over the place
814
00:40:14,336 --> 00:40:15,872
You can do it here if you wanted to
815
00:40:16,128 --> 00:40:17,920
You can do it here if you want to do it
816
00:40:18,432 --> 00:40:20,480
Because this function is public
817
00:40:21,248 --> 00:40:24,064
We can actually do this from other scripts as well
818
00:40:24,320 --> 00:40:28,160
So what if we wanted an enemy to be able to steal your key
819
00:40:28,416 --> 00:40:30,976
Or maybe an enemy gives you a key
820
00:40:31,744 --> 00:40:36,352
You can just use this ad inventory I don't function from that script as well
821
00:40:36,608 --> 00:40:37,376
And it was just
822
00:40:37,632 --> 00:40:38,912
Call this function here
823
00:40:39,168 --> 00:40:41,216
And we can pass through specifics
824
00:40:41,472 --> 00:40:42,240
About function
825
00:40:43,264 --> 00:40:45,056
That's really all this is
826
00:40:45,824 --> 00:40:47,872
Listen guys I know I said it's a lot
827
00:40:48,384 --> 00:40:50,432
If you're confused it's ok
828
00:40:50,688 --> 00:40:51,968
Seriously it is ok
829
00:40:52,736 --> 00:40:55,808
Just keep moving along with me it's going to slowly make more sense
830
00:40:56,064 --> 00:40:57,600
Because when are we doing this a lot
831
00:40:58,112 --> 00:41:00,928
Passing through parameters through functions
832
00:41:01,184 --> 00:41:02,464
Where is variables
833
00:41:02,976 --> 00:41:04,512
It's gonna make sense I promise
834
00:41:04,768 --> 00:41:07,072
Just keep going going to make sense
835
00:41:08,096 --> 00:41:10,912
Alright so now that we have this function written
836
00:41:11,168 --> 00:41:12,448
We can actually start
837
00:41:12,704 --> 00:41:13,472
Creating
838
00:41:13,728 --> 00:41:16,032
A collectible item that looks like a key
839
00:41:16,288 --> 00:41:18,336
Habitat to work inventory
840
00:41:19,104 --> 00:41:23,712
For we do that jump into our new player script and just clean it up just a little bit
841
00:41:23,968 --> 00:41:26,784
What to do this often throughout these tutorials
842
00:41:27,040 --> 00:41:29,856
To make sure that everything's clean when I confuse here
843
00:41:30,368 --> 00:41:35,488
I don't really need some of these comments I like to clean so my comments Deramore pseudocode
844
00:41:36,000 --> 00:41:38,048
So don't get confused here
845
00:41:38,560 --> 00:41:42,400
We also don't want the key being added anymore that was just protesting so
846
00:41:42,656 --> 00:41:44,704
We can remove that we don't want to start with the key
847
00:41:45,728 --> 00:41:47,008
You say that out
848
00:41:47,520 --> 00:41:51,104
And let's see hear anything else I need to clean
849
00:41:52,128 --> 00:41:54,175
So far everything looks pretty good here
850
00:41:54,687 --> 00:42:00,831
Say that out if you guys need to add any comments to your script to remind yourself of exactly what's going on
851
00:42:01,087 --> 00:42:03,391
Feel free to do that right now and click cars
852
00:42:03,647 --> 00:42:04,415
Remember
853
00:42:04,671 --> 00:42:05,951
You can add comments
854
00:42:07,231 --> 00:42:08,767
Using two forward slashes
855
00:42:09,279 --> 00:42:12,863
So let's go ahead and create a new collectible type
856
00:42:13,119 --> 00:42:17,983
What's this first as a game object and then we can script it have to be created the game of chess
857
00:42:18,239 --> 00:42:19,775
Zoom in here
858
00:42:20,287 --> 00:42:21,567
Using a scroll wheel
859
00:42:22,079 --> 00:42:23,615
Inlets
860
00:42:23,871 --> 00:42:25,663
How to take this health
861
00:42:25,919 --> 00:42:27,967
Prefab copy and paste
862
00:42:29,503 --> 00:42:30,271
Alex Grey
863
00:42:31,039 --> 00:42:35,135
Now one thing we could do is we could just go to the spriterenderer here
864
00:42:35,647 --> 00:42:36,415
And
865
00:42:36,927 --> 00:42:38,975
Just change out this coin
866
00:42:40,255 --> 00:42:40,767
With
867
00:42:41,279 --> 00:42:41,791
The key
868
00:42:42,047 --> 00:42:43,583
Will you do that
869
00:42:44,095 --> 00:42:47,423
Well the problem here is that that's actually a you I love it
870
00:42:47,935 --> 00:42:51,007
Clear night you you are on it's a little bit different
871
00:42:51,263 --> 00:42:55,359
Then the actual game on Jackson Sprite in your game right in the actual world
872
00:42:55,871 --> 00:42:58,175
So what I like to do just to be careful
873
00:42:58,431 --> 00:42:59,455
I want to actually have
874
00:42:59,711 --> 00:43:02,527
A separate image for what's in the actual game
875
00:43:03,039 --> 00:43:09,183
Because he had any kind of icons on it for example if you were playing on the Xbox and you want to
876
00:43:09,439 --> 00:43:14,815
Use the key you might have a little y button icon overlapping the key
877
00:43:15,327 --> 00:43:16,863
It's really a UI element
878
00:43:17,375 --> 00:43:19,935
You don't really want that reflected in the game world
879
00:43:20,447 --> 00:43:23,263
So I'm going to do is right again a double click on level one here
880
00:43:24,031 --> 00:43:26,079
I'm just going to create a key
881
00:43:26,335 --> 00:43:28,895
Inside of this Photoshop file as well
882
00:43:29,407 --> 00:43:31,711
Just going to duplicate this over to level 1
883
00:43:32,223 --> 00:43:34,783
The right click and just go duplicate layer
884
00:43:35,551 --> 00:43:40,415
We actually choose which document we duplicate this layer into so we'll choose level one
885
00:43:40,927 --> 00:43:41,695
Ok
886
00:43:43,231 --> 00:43:46,815
And now we have this key and we can actually see oh ok it's pretty big
887
00:43:47,071 --> 00:43:48,863
So we actually just scale it down here
888
00:43:49,887 --> 00:43:50,911
Here
889
00:43:52,447 --> 00:43:58,079
And I'm just going to call this key is not really in inventory UI element adjuster key
890
00:43:58,591 --> 00:43:59,615
Say that
891
00:44:00,639 --> 00:44:02,687
And jump back in the Unity
892
00:44:05,247 --> 00:44:08,319
Once it's important we can just double check in the spray edit
893
00:44:08,831 --> 00:44:10,367
Remember we can't click this
894
00:44:11,391 --> 00:44:12,671
It's going to dark and everything
895
00:44:13,695 --> 00:44:15,231
Yeah we have a coin here
896
00:44:15,743 --> 00:44:17,023
We also have a key here
897
00:44:17,791 --> 00:44:18,303
So
898
00:44:19,327 --> 00:44:22,143
That's fine we don't actually need a match the sizes here
899
00:44:22,655 --> 00:44:23,167
Because
900
00:44:23,679 --> 00:44:25,471
The little bit different than you are
901
00:44:25,983 --> 00:44:30,079
Surrey XL this I can show you really quickly here for you select this health here
902
00:44:30,847 --> 00:44:32,383
I just swap it out with the key
903
00:44:33,919 --> 00:44:34,431
Good
904
00:44:34,687 --> 00:44:36,991
Like a proper size I like it
905
00:44:37,247 --> 00:44:39,551
So we have a tea here
906
00:44:40,319 --> 00:44:41,343
Be careful though
907
00:44:41,599 --> 00:44:43,647
You want to make sure we create a new prefab
908
00:44:44,415 --> 00:44:45,695
So let's go ahead
909
00:44:45,951 --> 00:44:47,743
Scroll down for prefab folder
910
00:44:49,535 --> 00:44:51,583
Shall we name this too key
911
00:44:52,863 --> 00:44:54,399
And we're just going to drag this
912
00:44:56,959 --> 00:44:59,007
What can I use in original prefab
913
00:45:00,543 --> 00:45:01,055
Ok
914
00:45:01,311 --> 00:45:02,847
What else do we need to do for this key
915
00:45:03,103 --> 00:45:07,455
I don't really want at Red so we're going to do maybe white fine for now
916
00:45:08,479 --> 00:45:10,783
And I also want to set the item type 2
917
00:45:11,295 --> 00:45:12,831
In England Tory item
918
00:45:13,343 --> 00:45:16,927
Will you have anything in here we have coin health m o
919
00:45:17,183 --> 00:45:19,231
We don't have an inventory item
920
00:45:20,255 --> 00:45:23,839
Does double click on a collectible script in just make sure that we add
921
00:45:24,351 --> 00:45:26,655
An inventory item
922
00:45:27,423 --> 00:45:27,935
As well
923
00:45:28,959 --> 00:45:29,727
Say that out
924
00:45:30,751 --> 00:45:31,775
Go back in the unit
925
00:45:32,799 --> 00:45:35,103
And then if you could the dropdown for item type
926
00:45:37,407 --> 00:45:39,199
If you choose inventory item
927
00:45:39,455 --> 00:45:42,783
Shall we apply the changes we just made this key
928
00:45:43,551 --> 00:45:44,831
The actual prefab
929
00:45:45,087 --> 00:45:46,367
Clicker player
930
00:45:47,135 --> 00:45:52,767
So when we had to go into this prefab here you can see the inventory item is set in it's also white
931
00:45:55,071 --> 00:45:55,583
Alright
932
00:45:56,095 --> 00:45:58,655
We have is inventory item this key
933
00:45:59,423 --> 00:46:02,239
So how do we actually ensure that when you collect it
934
00:46:02,751 --> 00:46:04,031
It does we want to
935
00:46:04,287 --> 00:46:05,055
Play
936
00:46:06,335 --> 00:46:08,383
Just to double check and make sure everything's working
937
00:46:08,639 --> 00:46:12,991
University is no longer updating because we remove that code from the start function
938
00:46:13,759 --> 00:46:15,039
The health
939
00:46:15,551 --> 00:46:16,575
What's good
940
00:46:16,831 --> 00:46:18,367
I can collect the key
941
00:46:18,623 --> 00:46:19,903
But nothing's happening
942
00:46:20,415 --> 00:46:23,743
That's because we're not actually firing any functions when we collect the key
943
00:46:24,255 --> 00:46:26,559
So we need to go outside of the collectible script
944
00:46:27,071 --> 00:46:28,095
Like that
945
00:46:28,863 --> 00:46:35,007
And because I want you clean freak here we're just going to remove all of this comment it all staff
946
00:46:35,263 --> 00:46:38,335
Need it anymore that was mainly just for reference
947
00:46:39,615 --> 00:46:41,663
We met up with between a place as well
948
00:46:42,687 --> 00:46:43,455
Alright
949
00:46:43,711 --> 00:46:45,759
Remember we have these conditions here
950
00:46:46,015 --> 00:46:48,063
If item type is a coin
951
00:46:48,319 --> 00:46:49,599
Then do this
952
00:46:49,855 --> 00:46:52,671
If I don't type is health then do this
953
00:46:53,439 --> 00:46:58,047
Is Adam type is going to do anything well that's right another else
954
00:46:58,303 --> 00:46:59,839
About else if
955
00:47:00,351 --> 00:47:01,631
Item type
956
00:47:02,655 --> 00:47:05,215
Equals item type dot
957
00:47:05,471 --> 00:47:06,239
It is
958
00:47:06,495 --> 00:47:07,519
Inventory item
959
00:47:08,287 --> 00:47:09,055
Then
960
00:47:10,591 --> 00:47:12,639
Do something you want to do
961
00:47:13,663 --> 00:47:16,223
Well that functions we wrote a new player
962
00:47:16,991 --> 00:47:19,551
Is function here and inventory item
963
00:47:20,319 --> 00:47:25,439
Now it's starting to make a little bit of sense hopefully so what we're going to do as we're going to say
964
00:47:25,695 --> 00:47:30,303
New player because member that function for adding Inventories inside
965
00:47:30,815 --> 00:47:31,839
Our new player
966
00:47:32,351 --> 00:47:33,119
Dad
967
00:47:34,911 --> 00:47:36,703
Add inventory item
968
00:47:37,471 --> 00:47:37,983
Well
969
00:47:38,239 --> 00:47:41,055
What do we want the inventory item to be
970
00:47:41,567 --> 00:47:44,127
Well let's just say he 14 now
971
00:47:46,175 --> 00:47:47,455
Add
972
00:47:47,711 --> 00:47:49,503
A Sprite in swap it out
973
00:47:49,759 --> 00:47:51,039
What spray is
974
00:47:51,807 --> 00:47:54,111
Well remember we have this variable here
975
00:47:55,135 --> 00:47:55,903
Key sprite
976
00:47:57,695 --> 00:47:59,743
We have inside of the player script
977
00:47:59,999 --> 00:48:02,559
Because we might want to use this key sprite
978
00:48:02,815 --> 00:48:03,839
All over the game
979
00:48:05,375 --> 00:48:06,143
We can just write
980
00:48:06,655 --> 00:48:07,423
New player
981
00:48:07,679 --> 00:48:09,215
Ducky spray
982
00:48:12,031 --> 00:48:13,311
And say that out
983
00:48:14,335 --> 00:48:19,967
And hopefully when we collect this item it's going to swap at us pray for us
984
00:48:22,271 --> 00:48:23,807
For that code compile
985
00:48:24,575 --> 00:48:25,343
And then hit
986
00:48:26,111 --> 00:48:26,623
Play
987
00:48:28,159 --> 00:48:29,695
We go at The Moment of Truth
988
00:48:31,487 --> 00:48:34,815
Let's grab that key and hopefully it swapped out
989
00:48:36,095 --> 00:48:37,887
It is we just got a key
990
00:48:38,655 --> 00:48:43,775
There's a couple of things we can do to make this a little bit more I guess robust in reusable
991
00:48:45,567 --> 00:48:47,615
When I was going to collect the one are we
992
00:48:47,871 --> 00:48:48,639
So
993
00:48:49,151 --> 00:48:50,175
Why do we do this
994
00:48:53,759 --> 00:48:56,063
Inventory string name
995
00:48:57,343 --> 00:48:58,623
International string
996
00:48:58,879 --> 00:48:59,903
That's a variable
997
00:49:00,159 --> 00:49:02,975
And it's creating a shred exam because again
998
00:49:03,231 --> 00:49:04,255
Doesn't exist
999
00:49:04,767 --> 00:49:05,279
Tell
1000
00:49:06,047 --> 00:49:08,351
Let's go how to create a new variable
1001
00:49:08,607 --> 00:49:10,655
In the collectible script when I called this
1002
00:49:10,911 --> 00:49:11,935
Private
1003
00:49:12,191 --> 00:49:13,215
String
1004
00:49:13,727 --> 00:49:14,751
Really call this
1005
00:49:15,007 --> 00:49:16,287
Exactly what we just typed
1006
00:49:16,543 --> 00:49:18,335
Inventory string names
1007
00:49:19,103 --> 00:49:21,919
And buy the faults going nothing right
1008
00:49:22,687 --> 00:49:27,039
We want to make sure that it's serialised so that it shows up in the inspector
1009
00:49:27,295 --> 00:49:29,343
So we're just going to type serialise
1010
00:49:31,391 --> 00:49:33,951
This area
1011
00:49:34,207 --> 00:49:34,975
Now
1012
00:49:35,743 --> 00:49:37,023
When we go
1013
00:49:37,279 --> 00:49:38,303
Unity here
1014
00:49:40,351 --> 00:49:41,631
Actually click on this key
1015
00:49:42,655 --> 00:49:43,167
Look
1016
00:49:43,679 --> 00:49:45,215
No I haven't even tie string name
1017
00:49:45,471 --> 00:49:48,287
So weekend had it be whatever we want we could have
1018
00:49:48,543 --> 00:49:50,335
Hijam or
1019
00:49:50,591 --> 00:49:52,127
Kie25
1020
00:49:52,383 --> 00:49:53,407
Orchy
1021
00:49:54,175 --> 00:49:57,759
Doesn't really matter he won now
1022
00:49:58,271 --> 00:49:58,783
Well
1023
00:49:59,039 --> 00:50:00,831
What's a little bit more specific
1024
00:50:01,343 --> 00:50:03,647
When we actually wanted to identify
1025
00:50:03,903 --> 00:50:04,927
The sprite
1026
00:50:05,183 --> 00:50:06,975
That's being used from here
1027
00:50:07,231 --> 00:50:08,255
Instead of
1028
00:50:08,511 --> 00:50:11,839
A generic key Sprite store globally in the new player
1029
00:50:12,607 --> 00:50:14,911
We can do one specific for this collectible
1030
00:50:15,423 --> 00:50:16,447
That sounds pretty cool
1031
00:50:16,703 --> 00:50:18,495
Serializefield
1032
00:50:18,751 --> 00:50:19,775
Private
1033
00:50:20,287 --> 00:50:23,103
It's going to be a Sprite and we're going to do
1034
00:50:23,871 --> 00:50:25,663
Inventory sprite
1035
00:50:29,759 --> 00:50:35,903
Now we can instead of doing the key Sprite we created earlier in the new player script we could have won
1036
00:50:36,159 --> 00:50:38,207
Specific to this collectible right
1037
00:50:38,463 --> 00:50:40,511
And that is inventory
1038
00:50:41,535 --> 00:50:42,303
Sprite
1039
00:50:45,119 --> 00:50:47,423
So just for purposes of this tutorial
1040
00:50:47,935 --> 00:50:52,287
If I was in miui and I wanted to create
1041
00:50:52,543 --> 00:50:56,127
Don't worry about wearing this guys I want to create a little :-)
1042
00:50:57,663 --> 00:50:58,687
I could call this
1043
00:50:58,943 --> 00:50:59,711
Smile
1044
00:51:00,479 --> 00:51:00,991
David
1045
00:51:01,247 --> 00:51:02,527
Unity here
1046
00:51:03,039 --> 00:51:04,831
And wait for that import
1047
00:51:06,111 --> 00:51:10,719
M and I could just literally drag this smile to my inventory spray
1048
00:51:12,511 --> 00:51:15,583
And I could call this inventory name I love smile
1049
00:51:16,095 --> 00:51:22,239
So we got one of the collect a smile object in the game well I can run over here and
1050
00:51:22,495 --> 00:51:24,543
Jump to grab this key
1051
00:51:25,055 --> 00:51:26,847
We just got to the smile
1052
00:51:27,359 --> 00:51:31,455
As you can see this ad inventory function is really valuable
1053
00:51:31,967 --> 00:51:34,527
Because it allows us to add a specific
1054
00:51:34,783 --> 00:51:39,391
String name for the inventory so in this case you collected a smile
1055
00:51:40,159 --> 00:51:43,999
You can also choose what that Sprite should look like
1056
00:51:44,255 --> 00:51:46,047
When you actually collect it here
1057
00:51:46,303 --> 00:51:48,095
Obviously we need to update
1058
00:51:49,119 --> 00:51:52,959
Display here with a smile for example something like that
1059
00:51:53,727 --> 00:51:54,751
I think you get the point
1060
00:51:55,007 --> 00:51:58,847
Now we can use that functions for a time of different inventory types
1061
00:52:00,383 --> 00:52:04,223
Now working on this ad inventory I don't function
1062
00:52:04,479 --> 00:52:08,575
Wickedest go ahead in create a remove inventory item function is well
1063
00:52:09,087 --> 00:52:13,439
There's a lot of ways we can do this I mean to do it in a way that makes the most sense
1064
00:52:13,695 --> 00:52:15,231
2 beginner coders
1065
00:52:15,487 --> 00:52:17,023
Again it's plenty ways to do this
1066
00:52:17,279 --> 00:52:21,887
Copy this function and create a new one will call it remove
1067
00:52:22,399 --> 00:52:23,167
Imagery
1068
00:52:23,423 --> 00:52:23,935
Adam
1069
00:52:25,983 --> 00:52:30,847
We can just literally change this ad to remove
1070
00:52:31,615 --> 00:52:32,639
And then also
1071
00:52:32,895 --> 00:52:39,039
When you're removing something from a dictionary you actually don't have two parameters are you have is this one all we need is
1072
00:52:39,295 --> 00:52:42,879
Inventory name get rid of this parameter as well
1073
00:52:44,159 --> 00:52:50,303
And then we also want to set the inventory item Sprite we don't actually have that Sprite reference
1074
00:52:50,815 --> 00:52:52,095
Actually the Creator
1075
00:52:52,607 --> 00:52:58,751
Up in a variable here so we have the key Sprite we have the key Jim spray that's another one public spray
1076
00:52:59,519 --> 00:53:00,543
Inventory
1077
00:53:01,055 --> 00:53:02,335
Adam blank
1078
00:53:03,359 --> 00:53:04,127
That's great
1079
00:53:07,455 --> 00:53:08,735
I just put that right here
1080
00:53:08,991 --> 00:53:10,527
Inventory item
1081
00:53:11,551 --> 00:53:12,063
Blink
1082
00:53:13,855 --> 00:53:18,975
So now we have the add inventory item function removing inventory item if we want to
1083
00:53:19,231 --> 00:53:21,791
Last thing you want to do is just jump back in the universe
1084
00:53:22,559 --> 00:53:27,167
Theremin player and just make sure that the blank inventory item spray is set
1085
00:53:27,679 --> 00:53:30,239
So we wanted to be this right here
1086
00:53:30,751 --> 00:53:33,567
Tell member if we go here it's right here just drag
1087
00:53:35,103 --> 00:53:35,871
That's great
1088
00:53:36,383 --> 00:53:39,711
So that will allow us to remove inventory item
1089
00:53:39,967 --> 00:53:46,111
And also add an inventory item with those two functions
77551
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