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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 In the previous section you should have been able to download a folder 2 00:00:13,056 --> 00:00:19,200 Sound effects that we can use if you don't want to use this sounds you definitely don't have to but they're going to make life a lot easier for you 3 00:00:19,456 --> 00:00:20,992 Go ahead and just paste in 4 00:00:21,248 --> 00:00:23,296 This folder called sounds 5 00:00:23,552 --> 00:00:25,856 In to my explore in the route 6 00:00:26,112 --> 00:00:27,648 And my assets folder 7 00:00:27,904 --> 00:00:34,048 So in this folder we have 8-bit sound effects that we can use so we'll get a job 8 00:00:34,304 --> 00:00:37,888 Unity this should import properly for us might just a little bit 9 00:00:38,400 --> 00:00:44,544 I can see hear the sound effects imported into unity and there are some 10 00:00:44,800 --> 00:00:50,944 Tracks with the music as well that were imported and these are by a band called by forever 11 00:00:51,200 --> 00:00:57,344 And if you guys are interested in using this music you can definitely a tribute by forever images 12 00:00:57,856 --> 00:01:00,397 Do your best at weed on social media let people know 13 00:01:00,399 --> 00:01:02,747 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 14 00:01:02,748 --> 00:01:05,024 To buy forever isn't just do your best I guess pay him back 15 00:01:05,280 --> 00:01:09,376 With some exposure that would be awesome great music from bye forever 16 00:01:09,632 --> 00:01:13,216 And is also some other side effects your other than just eat it sounds 17 00:01:13,472 --> 00:01:16,800 For example like the player getting hurt 18 00:01:17,056 --> 00:01:18,592 Health 19 00:01:20,128 --> 00:01:21,664 A box breaking 20 00:01:23,456 --> 00:01:24,992 Does Canesten effects 21 00:01:25,248 --> 00:01:31,392 Ok so before we start adding sound effects to our player what we need to do is create a new script 22 00:01:31,648 --> 00:01:35,232 And district I'm going to put it in my car and it's going to be cold 23 00:01:35,744 --> 00:01:41,888 Animator functions ok and is just going to be functions we use 24 00:01:42,144 --> 00:01:48,288 Over and over and over again and we can use these functions inside of a timeline other animations 25 00:01:49,568 --> 00:01:52,128 So in order to start playing sound effects 26 00:01:52,384 --> 00:01:56,992 We want you something called in audio source and audio source is basically 27 00:01:57,248 --> 00:02:03,392 Honestly it's just a speaker that plays sound effects out of it when you attach these speakers 28 00:02:03,648 --> 00:02:09,792 Game objects so originally we had a audiosource attached to our play 29 00:02:10,048 --> 00:02:14,400 And I really don't want one on there so go ahead and remove that one 30 00:02:14,912 --> 00:02:20,544 I'm going to do is create a new empty gameobject a minute call this SFX audio source 31 00:02:20,800 --> 00:02:22,848 Another game object 32 00:02:23,104 --> 00:02:24,128 How many call this 33 00:02:24,384 --> 00:02:26,688 Music audio source 34 00:02:27,712 --> 00:02:29,248 And then I'm going to create another 35 00:02:29,504 --> 00:02:33,344 Empty gameobject in recorders ambience 36 00:02:33,600 --> 00:02:34,624 Just like that 37 00:02:35,392 --> 00:02:38,976 Each one of these are going to have audio sources on them 38 00:02:39,488 --> 00:02:41,536 Just like that 39 00:02:41,792 --> 00:02:43,328 Like that 40 00:02:43,584 --> 00:02:49,728 And just like that so we're going to run our sound effects through the SFX audio source 41 00:02:50,752 --> 00:02:53,312 Music to the music audio source 42 00:02:54,080 --> 00:02:55,616 And then are ambience 43 00:02:55,872 --> 00:02:57,664 There a beings are your source 44 00:02:58,432 --> 00:03:04,576 Go ahead and save that prefab in the next thing I want to do is just go ahead and get rare 45 00:03:04,832 --> 00:03:06,624 Oliver's audio sources 46 00:03:07,136 --> 00:03:10,464 Does double click on new player go up to our 47 00:03:10,720 --> 00:03:12,256 References section here 48 00:03:13,280 --> 00:03:15,328 And I'm gonna go ahead 49 00:03:15,840 --> 00:03:17,376 And I was gonna put him right here 50 00:03:18,400 --> 00:03:20,448 Create a new serializefield 51 00:03:21,728 --> 00:03:24,544 Going to be private or public 52 00:03:26,336 --> 00:03:28,384 Public audio source 53 00:03:29,408 --> 00:03:33,504 I'm going to call this as affects audio source 54 00:03:33,760 --> 00:03:36,832 How to copy this and paste to more 55 00:03:37,344 --> 00:03:39,904 This was going to be music 56 00:03:40,416 --> 00:03:44,512 This one will be ambience 57 00:03:44,768 --> 00:03:46,048 Save those out 58 00:03:47,328 --> 00:03:50,912 And go back into unity here 59 00:03:52,448 --> 00:03:53,728 And all I need to do 60 00:03:54,496 --> 00:03:57,568 Is jumping I prefer Peter and just drag 61 00:03:58,336 --> 00:03:59,872 SFX audio source 62 00:04:00,128 --> 00:04:01,664 Music ATOS 63 00:04:01,920 --> 00:04:04,224 And ambience audio source 64 00:04:06,016 --> 00:04:06,784 Are we going to save 65 00:04:09,088 --> 00:04:15,232 The next thing I need to do is create a script that will tell those are your sources to play a specific 66 00:04:15,488 --> 00:04:19,327 So I know that my animations are going to 67 00:04:19,583 --> 00:04:23,935 Dictate a lot of the sound effects so for example the footsteps 68 00:04:24,447 --> 00:04:27,007 Addicted by when my feet touch the ground 69 00:04:27,263 --> 00:04:32,127 The Punch effect is going to dictate whether a sound effect should be played when we punch 70 00:04:32,383 --> 00:04:35,199 There's a lot of sound effects that can be controlled 71 00:04:35,455 --> 00:04:41,599 Actually buy this animation window in here that's called add event 72 00:04:41,855 --> 00:04:45,183 What allows me to do is actually fire certain functions 73 00:04:45,439 --> 00:04:46,975 At certain locations 74 00:04:47,743 --> 00:04:50,815 On my timeline so if I really want a blink sound effect 75 00:04:51,071 --> 00:04:53,119 I can add this little dance here 76 00:04:53,631 --> 00:04:56,191 Entitled to fire a certain function 77 00:04:56,447 --> 00:04:58,495 Well where are we going to store 78 00:04:58,751 --> 00:05:01,567 Does functions in your script 79 00:05:02,847 --> 00:05:03,615 Am I going to call it 80 00:05:03,871 --> 00:05:05,663 Animator functions 81 00:05:07,199 --> 00:05:08,735 Double click on that 82 00:05:10,783 --> 00:05:13,087 Unable to create a new function 83 00:05:14,111 --> 00:05:18,463 That's right summer commented code here how about 84 00:05:18,719 --> 00:05:20,767 Play sound effect 85 00:05:23,583 --> 00:05:24,607 Tell me the 86 00:05:24,863 --> 00:05:27,167 Void play sound 87 00:05:29,215 --> 00:05:31,007 And I'm going to 88 00:05:31,263 --> 00:05:33,823 Rate EuroMillion new player 89 00:05:35,103 --> 00:05:36,639 Dart 90 00:05:37,407 --> 00:05:39,967 See hear instance 91 00:05:40,223 --> 00:05:41,503 SFX audio 92 00:05:41,759 --> 00:05:43,039 Play 93 00:05:43,295 --> 00:05:45,855 Now we got to use one shy 94 00:05:46,111 --> 00:05:51,999 Basically play One Shot is a little bit different than just play sound and it's actually look that up 95 00:05:52,511 --> 00:05:57,375 What's a couple of play one shot means on unity's documentation 96 00:06:01,215 --> 00:06:07,359 Plays an audio clip in scales the audio source volume by volume scale so we can actually play a song 97 00:06:07,615 --> 00:06:09,663 Expect at a certain volume right 98 00:06:09,919 --> 00:06:16,063 Are you serious play One Shot does not cancel clips that are already being played so 99 00:06:16,319 --> 00:06:22,463 That means that I can play an explosion sound effect in that I could play a debris sound effect by using play Once 100 00:06:22,975 --> 00:06:29,119 So we can apply once what are we going to play well we need to indicate what we're gonna play so let's go back up to the Top Gear 101 00:06:29,375 --> 00:06:31,935 Play new serializefield 102 00:06:32,703 --> 00:06:34,751 And we're going to write 103 00:06:35,519 --> 00:06:37,567 Audio clip 104 00:06:38,335 --> 00:06:39,871 Sound 105 00:06:43,711 --> 00:06:49,855 This is going to be private forgot that private so is going to play 106 00:06:50,111 --> 00:06:51,135 Sound 107 00:06:53,439 --> 00:06:54,463 Very simple 108 00:06:56,255 --> 00:06:58,559 So let's go back in the unity here 109 00:06:59,839 --> 00:07:03,679 I'm going to open up my player original prefab appear 110 00:07:03,935 --> 00:07:04,703 And 111 00:07:04,959 --> 00:07:07,263 I'm gonna go ahead in drag my animator functions 112 00:07:08,031 --> 00:07:09,311 I component 113 00:07:10,079 --> 00:07:11,615 Auntie with the player variant 114 00:07:12,639 --> 00:07:18,783 And all we got to do is indicate what the sound is that's going to play so let's go ahead 115 00:07:19,039 --> 00:07:21,599 Create a punching sound ok 116 00:07:21,855 --> 00:07:24,159 So let's find the point sound 117 00:07:27,487 --> 00:07:29,535 Here we go let's see here 118 00:07:30,815 --> 00:07:32,095 Miele 119 00:07:32,863 --> 00:07:33,887 Here we go punch 120 00:07:34,143 --> 00:07:35,935 What's a syllabus first 121 00:07:43,615 --> 00:07:46,943 Yeah I think punch one is just fine 122 00:07:51,039 --> 00:07:51,807 Soap 123 00:07:52,063 --> 00:07:54,623 Punch one is now in a sound effect 124 00:07:55,135 --> 00:07:56,415 Variable here 125 00:07:56,671 --> 00:07:59,487 Now I got to do is go to player kick 126 00:07:59,743 --> 00:08:01,023 Add an event 127 00:08:01,791 --> 00:08:03,071 And there it is 128 00:08:03,327 --> 00:08:04,095 Play sound 129 00:08:05,887 --> 00:08:10,751 So it should play a sound effect through 130 00:08:13,055 --> 00:08:17,663 This SFX audio source and hip 131 00:08:24,575 --> 00:08:25,599 Perilous 132 00:08:31,231 --> 00:08:33,279 What's go ahead and add 133 00:08:33,535 --> 00:08:35,583 That sound Effect 2 134 00:08:36,351 --> 00:08:37,887 Everything b 135 00:08:38,399 --> 00:08:39,935 Kick the Hazard 136 00:08:40,191 --> 00:08:41,983 Can you kick down 137 00:08:43,263 --> 00:08:44,543 Play sound 138 00:08:45,055 --> 00:08:47,359 Kick punch or player punch 139 00:08:47,615 --> 00:08:48,383 Play sound 140 00:08:49,407 --> 00:08:50,431 Play a punch up 141 00:08:51,967 --> 00:08:52,735 Play sound 142 00:08:56,319 --> 00:09:02,463 No I really didn't like that sound so let's see if we can find I don't know a better one 143 00:09:05,535 --> 00:09:07,583 That's kind of course I like that one 144 00:09:08,607 --> 00:09:14,751 Let's save this out and because we added events to Oliver animations we should get a sound effect on everything 145 00:09:17,567 --> 00:09:18,847 Action 146 00:09:19,103 --> 00:09:20,383 There we go 147 00:09:21,151 --> 00:09:27,295 Now if you wanted to get a specific sound for various punches so let's say if we punch in the everyone to be 148 00:09:27,551 --> 00:09:30,623 Sound energy kickdown wanted to be another sound 149 00:09:30,879 --> 00:09:36,255 There is one approach that would solve a problem would you actually create a premature here audio clip 150 00:09:36,511 --> 00:09:42,655 And say could be called sound mate and we can remove this 151 00:09:43,167 --> 00:09:45,471 So if we go back in a unit here 152 00:09:45,983 --> 00:09:51,359 Go to player and then go to our animations here and go to player kick if we select our event 153 00:09:51,871 --> 00:09:54,175 You're not as we now have the ability 154 00:09:54,687 --> 00:09:56,479 To change the sound in a parameter 155 00:09:56,735 --> 00:09:59,551 So I could put in punch to hear 156 00:10:00,345 --> 00:10:02,504 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 157 00:10:02,505 --> 00:10:02,367 I could put it in 158 00:10:02,879 --> 00:10:04,415 Punch 3 here 159 00:10:05,695 --> 00:10:06,975 I could put it in 160 00:10:07,231 --> 00:10:10,815 Dagger sound there I don't know I can put it in 161 00:10:11,071 --> 00:10:12,863 Swords around here 162 00:10:13,119 --> 00:10:15,423 Do that so I have play 163 00:10:15,935 --> 00:10:20,031 I have all these different sound effects 164 00:10:24,127 --> 00:10:25,151 That we can use 165 00:10:25,407 --> 00:10:26,943 Now I'll be honest though 166 00:10:27,199 --> 00:10:33,343 I'm going to go a different right here you guys can go that out if you want but there is another way to do this 167 00:10:33,599 --> 00:10:35,391 And I've been 168 00:10:35,903 --> 00:10:38,719 Guess criticised for this method because 169 00:10:39,231 --> 00:10:45,375 It's not as fancy right it's not as clean but it just makes it easier in a long run 170 00:10:45,631 --> 00:10:51,775 So what I'm going to do is instead of having them on every individual animation like 171 00:10:52,031 --> 00:10:57,151 Yes I'm going to actually have them in individual functions on the train explained 172 00:10:57,407 --> 00:11:00,223 If I wanted to change the sound effects 173 00:11:00,735 --> 00:11:01,503 For the pint 174 00:11:01,759 --> 00:11:05,855 I have to go and everything animation in swap amount like this 175 00:11:06,111 --> 00:11:08,671 See that swap out the sounds 176 00:11:09,695 --> 00:11:14,303 I really don't want to do that what I'm going to do is Amanda going to go into my 177 00:11:14,559 --> 00:11:16,095 Scripture 178 00:11:16,351 --> 00:11:17,631 And I'm going to create 179 00:11:19,935 --> 00:11:21,471 Annie serializefield 180 00:11:21,983 --> 00:11:26,591 And I'm going to create a very unprofessional looking variable 181 00:11:26,847 --> 00:11:27,871 Ennis called 182 00:11:28,383 --> 00:11:34,527 Sound one ok and is going to be private 183 00:11:35,039 --> 00:11:41,183 Very very trust me this is very unprofessional but this a bit 184 00:11:41,439 --> 00:11:47,583 I think a decade and I just it's cleaner for me it just works way better when you have someone 185 00:11:47,839 --> 00:11:50,911 Santa Santa I sound for 186 00:11:51,423 --> 00:11:57,567 We can go as high as we want it's not the cleaners method but it's easier in the long run 187 00:11:57,823 --> 00:11:59,103 I have the ability to play 188 00:12:00,895 --> 00:12:02,687 Let's see how about it 189 00:12:03,199 --> 00:12:04,991 10 sounds 190 00:12:05,503 --> 00:12:10,879 So we have the ability to play 10 sounds when were using this script 191 00:12:11,135 --> 00:12:12,415 Along with her animator 192 00:12:13,183 --> 00:12:14,463 Cell 193 00:12:14,719 --> 00:12:20,863 This function will be Coldplay someone when I'm going to have any Predators and all got to do is just 194 00:12:21,119 --> 00:12:22,143 Sound one 195 00:12:22,911 --> 00:12:24,447 Just like that do that 196 00:12:24,959 --> 00:12:31,103 And we'll have it so play sound effect one actually was going to remove this because I think it's pretty obvious that 197 00:12:31,359 --> 00:12:35,199 Appoint what this is and then I'm going 198 00:12:35,455 --> 00:12:41,599 To create 4 functions are enough for 10 functions 199 00:12:41,855 --> 00:12:44,671 Bare with me I know it's messy guys I know it's messy 200 00:12:45,183 --> 00:12:48,767 Play sound wine place onto PlayStation 3 PlayStation 4 201 00:12:49,023 --> 00:12:54,911 5 6 7 8 9 and 10 202 00:12:55,167 --> 00:12:55,679 So 203 00:12:58,751 --> 00:13:02,079 The name at the numbers going back up here 204 00:13:02,335 --> 00:13:03,103 Here we go 205 00:13:11,039 --> 00:13:17,183 Alright so now we have the ability to play 10 different sounds and I can manage all of them 206 00:13:17,439 --> 00:13:23,583 Right here and hey let's make it even cleaner remember this header attribute be used in other scripts 207 00:13:23,839 --> 00:13:26,655 Inside a bar 208 00:13:27,423 --> 00:13:29,727 Anyway the functions are animal called this 209 00:13:29,983 --> 00:13:31,007 Sound 210 00:13:32,031 --> 00:13:33,823 Bank cheque 211 00:13:36,639 --> 00:13:40,735 Go back to your player here now we have the ability to play all of these sounds 212 00:13:41,503 --> 00:13:47,647 So somebody you might be taking what time is label them 213 00:13:47,903 --> 00:13:54,047 Will it like hitsound punch down KitSound breakdown jump sound well the reason I'm not doing that 214 00:13:54,303 --> 00:13:59,935 Honestly I want to see all the user's animator function script all over the place not just for the player 215 00:14:00,191 --> 00:14:06,335 So having the sound effects just label it sound 123456789 10 actually 216 00:14:06,591 --> 00:14:10,431 Light more economical we can use this in a ladder different places 217 00:14:10,687 --> 00:14:16,831 What the question is Walter not labelled how do you know where to go or what I would do is just think about the very sad 218 00:14:17,087 --> 00:14:19,903 Ok I know I want a pint sound 219 00:14:20,159 --> 00:14:26,303 I know I also I want perhaps see here she want to different punchestown 220 00:14:27,583 --> 00:14:33,727 So two points sounds I know I might Wanna Hurt sound so something like 221 00:14:34,239 --> 00:14:36,799 Is negative sound here that's unsound three 222 00:14:37,311 --> 00:14:43,455 And I also know that I want to be a health sound so more pass 223 00:14:43,711 --> 00:14:45,759 The sound something like 224 00:14:46,783 --> 00:14:48,831 Mariya this one I hear ok 225 00:14:49,087 --> 00:14:53,439 So now we essentially have labels right when I go ok will let her punch 226 00:14:53,951 --> 00:14:54,975 Tata punch 227 00:14:55,231 --> 00:15:01,375 That's an error sound in a power up sound so everyone to change him I can't really like that power up sound 228 00:15:01,631 --> 00:15:04,191 I know that that's right here so I would just swap it out 229 00:15:07,775 --> 00:15:10,847 Where is it with another positive sound so that one 230 00:15:11,103 --> 00:15:15,967 That's how I do things guys you can do do this in a lot of different ways but 231 00:15:16,223 --> 00:15:22,367 This works really well for me again I can swap out all of this sounds really quickly without being 232 00:15:22,623 --> 00:15:25,951 Why did dig into every animation it doesn't look professional 233 00:15:26,207 --> 00:15:30,047 But it works for me so I'm gonna go to my kick here 234 00:15:30,303 --> 00:15:33,631 And always is going to be is place and 1 235 00:15:34,655 --> 00:15:36,447 Kick down going to be place on 236 00:15:36,703 --> 00:15:40,031 Good that's my place aren't you 237 00:15:40,287 --> 00:15:43,615 MN punch is going to be placed around 1 238 00:15:44,639 --> 00:15:47,967 NN12 8up is place out of wine as well 239 00:15:51,807 --> 00:15:53,599 I was trying out 240 00:16:00,511 --> 00:16:06,399 Getting a bug animation event play sound on animation player punch 241 00:16:06,911 --> 00:16:09,727 Has no receiver are you missing a component 242 00:16:11,007 --> 00:16:12,799 Going to each one of our events 243 00:16:13,567 --> 00:16:14,847 Looks good 244 00:16:16,383 --> 00:16:22,527 Ok so looks like kickdown didn't apply are function area ok 245 00:16:23,039 --> 00:16:24,063 Ok 246 00:16:24,319 --> 00:16:30,463 You make sure you get a click on it guys there we go ok make sure you really click on those events otherwise it won't remember 247 00:16:30,719 --> 00:16:33,535 Play someone and then punch up 248 00:16:34,047 --> 00:16:36,607 Play Garnett area play Someone 249 00:16:36,863 --> 00:16:40,191 Double check archaic here 250 00:16:40,703 --> 00:16:42,495 Ok good I really straight out 251 00:16:45,311 --> 00:16:51,455 Alright 252 00:16:51,711 --> 00:16:57,343 Alright it works great 253 00:16:57,599 --> 00:17:03,743 Alright so we've got all those sound effects playing for punching and when we create you know some 254 00:17:03,999 --> 00:17:06,559 Step sound effect this is really going to make things pop guys 255 00:17:07,071 --> 00:17:13,215 So let's find a very simplistic sound so do I have any 256 00:17:13,471 --> 00:17:14,495 Sound effects 257 00:17:15,263 --> 00:17:17,567 I see you have a generic 258 00:17:20,895 --> 00:17:22,687 Impact of trophies 259 00:17:33,439 --> 00:17:39,583 None of these really work for me so what I'm going to do is go to freesound.org ok 260 00:17:39,839 --> 00:17:44,703 Play times of free sound effects and goes all you've got to do 261 00:17:44,959 --> 00:17:51,103 Is just make sure you treat the individual who put the sound on the website so I will look for a 262 00:17:51,615 --> 00:17:54,431 Footsteps sound 263 00:17:56,479 --> 00:17:59,295 No I wanted to be that nice crisp 264 00:18:00,831 --> 00:18:02,367 Nope 265 00:18:03,391 --> 00:18:04,159 Nope 266 00:18:06,207 --> 00:18:10,559 I like a light that's great really download that sound 267 00:18:10,815 --> 00:18:15,935 Alright so thank you in Spectre J whoever you are for this sound effect 268 00:18:16,191 --> 00:18:22,335 I mean I open it up in a program called audacity guys audacity is free if you want to go ahead in 269 00:18:22,591 --> 00:18:25,919 Oh that's totally fine there's a link in the previous section 270 00:18:27,199 --> 00:18:28,735 K 271 00:18:29,247 --> 00:18:31,295 That's a cool sound and I'll take that one 272 00:18:31,807 --> 00:18:36,927 I'm going to crank up the volume a like all my volumes to be right between -12 and 6 273 00:18:37,695 --> 00:18:39,487 Crazy I'm just a little bit more 274 00:18:39,743 --> 00:18:40,767 There we go 275 00:18:44,351 --> 00:18:46,143 So I'm going to 276 00:18:48,703 --> 00:18:52,031 Happy this single sound press ctrl-a 277 00:18:52,287 --> 00:18:54,079 Delete everything pasted in 278 00:18:54,335 --> 00:18:56,639 I'm going to 279 00:18:57,407 --> 00:18:59,455 Just faded out like this 280 00:19:03,551 --> 00:19:05,343 And again that's just highlighting this 281 00:19:05,599 --> 00:19:08,159 Including fadeout in the effects panel 282 00:19:10,975 --> 00:19:16,095 I'm in export this out as a wave file you can do an MP3 if you want as well 283 00:19:16,607 --> 00:19:22,751 Anyway to save this in my sound effects file this in my effects folder and I'm just going 284 00:19:23,775 --> 00:19:25,311 Call this step 285 00:19:26,335 --> 00:19:27,871 Footstep 286 00:19:31,967 --> 00:19:33,759 How about stone 287 00:19:34,015 --> 00:19:34,783 1 288 00:19:37,343 --> 00:19:43,487 Ok just got back in the unity here and I'm gonna go to my player and they go to 289 00:19:43,743 --> 00:19:46,559 My sound 5 year I'm in a drag 290 00:19:48,607 --> 00:19:53,215 Let's see where is it there is a dragon right here and I'm going to go to 291 00:19:53,471 --> 00:19:55,007 Player run 292 00:19:55,775 --> 00:19:58,335 In every time is foot touches the ground 293 00:19:58,591 --> 00:20:00,127 Sorry here 294 00:20:00,895 --> 00:20:03,967 Australia here we go I'm going to go place on 5 295 00:20:05,247 --> 00:20:06,527 Save it out 296 00:20:06,783 --> 00:20:08,575 Limited play The Heart sounds 297 00:20:14,975 --> 00:20:20,607 Ok so as you can see it's very loud for one 298 00:20:21,119 --> 00:20:27,263 And it's also very innocuous will it solve the loud portion first 299 00:20:27,519 --> 00:20:31,615 Go down the sounds five here in just for the purposes of this tutorial I mean 300 00:20:32,127 --> 00:20:32,895 Type in 301 00:20:33,151 --> 00:20:35,967 Float and then volume 302 00:20:36,223 --> 00:20:42,367 There we go and then what's right here is fine so this is the second parameter of PL1 shy 303 00:20:42,623 --> 00:20:44,159 In basically now we can determine 304 00:20:44,927 --> 00:20:46,975 What we want the volume to be exactly 305 00:20:47,231 --> 00:20:48,511 4 sound 5 306 00:20:48,767 --> 00:20:53,375 And I might be a little bit confusing just to show you how it's going to work to get a player here 307 00:20:53,631 --> 00:20:55,167 Turn around 308 00:20:55,679 --> 00:20:56,959 Click event 309 00:20:57,215 --> 00:20:59,007 And then we have a friend here 310 00:20:59,263 --> 00:21:05,407 So this is going to be .3 having that works now they wanted to default 311 00:21:05,663 --> 00:21:10,015 To a certain number we can do this equals 0.3 312 00:21:12,063 --> 00:21:15,647 Default it to one I think that might be better option say that 313 00:21:15,903 --> 00:21:17,184 And 314 00:21:17,440 --> 00:21:18,464 Go back in the Unity 315 00:21:18,976 --> 00:21:20,512 And multiply 316 00:21:24,096 --> 00:21:25,888 Good 317 00:21:29,216 --> 00:21:35,360 Awesome not obviously guys you could instead of doing it here we can use that's a man 318 00:21:35,616 --> 00:21:36,896 And put it all up here 319 00:21:37,152 --> 00:21:40,224 As well so I could say something like 320 00:21:41,248 --> 00:21:43,296 You can't be this 321 00:21:43,808 --> 00:21:48,672 United's a private float sound 5 322 00:21:48,928 --> 00:21:52,512 My 323 00:21:52,768 --> 00:21:57,888 Say that out and then remove this 324 00:22:01,216 --> 00:22:02,752 Dubai player here 325 00:22:03,008 --> 00:22:04,032 Now I can see 326 00:22:04,288 --> 00:22:10,432 The ability to change sound 5 volume so I can do .3 in honestly I prefer doing it this way 327 00:22:10,688 --> 00:22:16,832 And I know it looks like professional I get a guys but that's the way that I'm going to do it because I know how the 328 00:22:17,088 --> 00:22:23,232 Text me long-term this is actually a really efficient way so I'm going to create a tonne of different sound 329 00:22:23,488 --> 00:22:27,328 Buy the fault beneath the one right 330 00:22:29,376 --> 00:22:32,960 By default they need to be wine 331 00:22:33,472 --> 00:22:34,752 Otherwise 332 00:22:35,264 --> 00:22:38,592 They won't play it all because they'll be at 0 and we don't want that 333 00:22:46,784 --> 00:22:51,392 That's a really like this method of playing sounds because 334 00:22:51,648 --> 00:22:56,256 He just intuitively makes a lot of sense it may be messy 335 00:22:56,512 --> 00:22:58,304 But it makes a lot of sense 336 00:22:59,072 --> 00:23:01,632 And I like that UK 337 00:23:02,656 --> 00:23:03,680 Alright 338 00:23:03,936 --> 00:23:07,264 So we just put in our volumes into the primitive here 339 00:23:09,312 --> 00:23:10,592 Someone volume 340 00:23:11,104 --> 00:23:13,152 Sound to volume 341 00:23:15,712 --> 00:23:20,064 Sound 3 volume 342 00:23:23,648 --> 00:23:25,696 Alright 343 00:23:26,720 --> 00:23:32,864 Very good so now we have your belly to play 10 different sounds at 10 different volumes 344 00:23:33,120 --> 00:23:33,632 Came 345 00:23:34,400 --> 00:23:39,008 So if we didn't like the punching volume we could actually tweak it right here 346 00:23:40,032 --> 00:23:43,360 If we don't like the power of boy we could speak it right here 347 00:23:44,640 --> 00:23:45,664 Overall 348 00:23:46,176 --> 00:23:51,808 This is actually a really great way to have the ability to quickly change sound effects 349 00:23:53,088 --> 00:23:59,232 Alright so yes bro I having trouble hearing that just cause it's a very saddle 350 00:23:59,488 --> 00:24:05,632 But you definitely want your running to be a saddle sound you don't want to be annoying 351 00:24:05,888 --> 00:24:12,032 One of the things that's making it very annoying right now is that it's one sound over and over and over again 352 00:24:12,288 --> 00:24:16,384 So what we're going to do is going to have three different sounds for a run ok 353 00:24:16,640 --> 00:24:17,920 20 is this one 354 00:24:18,432 --> 00:24:20,480 That was gay and copy that 355 00:24:22,016 --> 00:24:24,576 I just have it pasted individually here 356 00:24:25,344 --> 00:24:28,160 Shrink the volume down just a tad here we go 357 00:24:29,440 --> 00:24:31,488 And will export this one out 358 00:24:32,768 --> 00:24:37,888 As the second footsteps same syntax but just second 359 00:24:38,144 --> 00:24:40,960 And go back in time here 360 00:24:43,776 --> 00:24:45,312 That was a game 361 00:24:46,080 --> 00:24:48,384 I copy that one paste it 362 00:24:48,640 --> 00:24:49,664 Feeder 363 00:24:52,480 --> 00:24:54,016 Ok and 364 00:24:55,040 --> 00:24:57,088 Chanel there we go 365 00:24:57,344 --> 00:25:01,952 Export that one out as a wave in the third sound effect 366 00:25:03,744 --> 00:25:08,096 In letters import into unity there they are four step one 367 00:25:08,352 --> 00:25:10,656 Footsteps John 1 2 and 3 368 00:25:11,424 --> 00:25:13,984 Telescope hit play here and see how it sounds 369 00:25:18,848 --> 00:25:24,992 Sounds pretty good so sound 5 is set to the right volume I don't mind it at all 370 00:25:25,248 --> 00:25:25,760 But 371 00:25:26,016 --> 00:25:27,552 Is kena repetitive isn't it 372 00:25:28,576 --> 00:25:30,112 So we're going to take those 373 00:25:30,880 --> 00:25:37,024 Three sounds that we made 4 stone 12-in 3 and we're gonna try and play those randomly 374 00:25:37,280 --> 00:25:39,584 Now you can see sound five only offers 375 00:25:39,840 --> 00:25:41,632 Nice one slot 376 00:25:42,144 --> 00:25:45,984 Are we actually have it off three slots and pick one at random 377 00:25:46,240 --> 00:25:50,592 Do I need a jumper in a minute functions and we're going to use something called in a ray 378 00:25:50,848 --> 00:25:53,920 Are we going to do to create an array is two brackets 379 00:25:54,176 --> 00:26:00,320 Next to our sound 5 variable to do 380 00:26:00,576 --> 00:26:05,440 Understand 5 and you can see here we now have a little zig zag that's because we're saying hey 381 00:26:05,696 --> 00:26:11,840 Play sound five the Promise is that well you really doesn't know what sound 5-years because 382 00:26:12,096 --> 00:26:16,192 It's an array in array allows us to have an array of sounds 383 00:26:16,448 --> 00:26:19,520 A tonne of different sounds ok moholo 384 00:26:19,776 --> 00:26:21,568 Does Commodus out of the quick 385 00:26:23,104 --> 00:26:26,176 Can I see when an array looks like in the unity inspector 386 00:26:26,688 --> 00:26:31,552 So this is in a right here truly it's size is set to zero but if we said it's eyes 23 387 00:26:31,808 --> 00:26:34,624 We now have the ability to add 3 388 00:26:34,880 --> 00:26:35,392 Clips 389 00:26:35,904 --> 00:26:37,440 Ok so I could drive those in 390 00:26:40,768 --> 00:26:43,840 Well we're still going to get those errors 391 00:26:44,096 --> 00:26:50,240 Because unit is confused it doesn't know what soundtrack is he needs to be told which sound 392 00:26:50,496 --> 00:26:52,288 5 from the array to use 393 00:26:52,800 --> 00:26:56,640 And you can tell which slot to choose so look we've got 394 00:26:56,896 --> 00:26:59,200 0 or elements 0 395 00:26:59,456 --> 00:27:01,248 Element 1 and element 2 396 00:27:01,504 --> 00:27:04,832 So I can actually say I wanted to play sound too 397 00:27:05,088 --> 00:27:05,600 Ok 398 00:27:05,856 --> 00:27:08,928 Say that now you're back in the universe here and hopefully 399 00:27:15,072 --> 00:27:21,216 But it's not playing random sounds because we told it to play element to how do we have it 400 00:27:21,472 --> 00:27:21,984 The random 401 00:27:22,240 --> 00:27:23,008 Element 402 00:27:23,264 --> 00:27:26,336 Very simple actually going to do here 403 00:27:26,592 --> 00:27:27,360 Is 404 00:27:27,616 --> 00:27:28,384 Save this 405 00:27:29,408 --> 00:27:31,712 Random range 406 00:27:31,968 --> 00:27:33,504 Apprentices 407 00:27:33,760 --> 00:27:35,040 Wigan starting 0 408 00:27:35,296 --> 00:27:36,320 And then we're going to end 409 00:27:36,576 --> 00:27:39,392 At 3 they make sense 410 00:27:39,648 --> 00:27:42,976 To all this means is play sound 5 411 00:27:43,488 --> 00:27:48,096 And in the brackets mean inside the array there are three slots 412 00:27:48,608 --> 00:27:50,144 Choose a random slot 413 00:27:50,656 --> 00:27:52,192 Between 0 and 3 414 00:27:53,728 --> 00:27:55,264 So we hit save 415 00:27:55,520 --> 00:27:57,312 Jump back in the unity and hit play 416 00:28:03,712 --> 00:28:04,480 There we go 417 00:28:06,272 --> 00:28:09,856 No you're not that I actually made the incorrect assumption here 418 00:28:10,624 --> 00:28:12,160 It's not going to be free 419 00:28:16,512 --> 00:28:17,536 Going to me too 420 00:28:18,816 --> 00:28:24,448 And the reason why is because we started 0 we end it to even though there's three elements 421 00:28:24,704 --> 00:28:28,544 We start at zero that's the way to raise work they always start at zero 422 00:28:28,800 --> 00:28:30,080 Save that out 423 00:28:31,616 --> 00:28:33,920 Or a better way to do this 424 00:28:34,176 --> 00:28:39,808 Just to be sure we always get the right length so for example if we had 10 footsteps sound effects 425 00:28:40,064 --> 00:28:42,880 I don't want to have to go back into my script 426 00:28:43,136 --> 00:28:45,696 And make this a 10k 427 00:28:46,464 --> 00:28:47,488 Do we solve that 428 00:28:47,744 --> 00:28:49,024 Is my simply typing 429 00:28:49,280 --> 00:28:52,608 Sound 5 length 430 00:28:52,864 --> 00:28:55,168 So 02 431 00:28:55,424 --> 00:28:58,240 10 because he's going to find the length 432 00:28:58,496 --> 00:29:00,544 Of the sound 5 array 433 00:29:01,824 --> 00:29:03,616 Put in this case when going to 3 434 00:29:03,872 --> 00:29:04,896 7 hour 435 00:29:05,408 --> 00:29:06,688 And then we can apply 436 00:29:13,088 --> 00:29:13,856 That's great 437 00:29:18,720 --> 00:29:19,744 Awesome 438 00:29:22,560 --> 00:29:23,584 Ok 439 00:29:23,840 --> 00:29:29,984 Very good I like that a lot so we're gonna use that kind of magic for every single 440 00:29:30,496 --> 00:29:36,640 Explain something like quickly just because it's in a raid does it mean we have to use multiple sounds so for example 441 00:29:36,896 --> 00:29:39,968 Would sound one if I use that same logic 442 00:29:40,224 --> 00:29:41,248 Made in a ray 443 00:29:43,040 --> 00:29:45,600 And I used this same 444 00:29:46,624 --> 00:29:48,160 Search of equation here 445 00:29:48,416 --> 00:29:50,720 I copy that paste it up here 446 00:29:50,976 --> 00:29:53,536 Change the sound one and then someone that likes 447 00:29:54,048 --> 00:29:59,680 What happens if only have one sound forgot to someone here set the size to 1 448 00:29:59,936 --> 00:30:01,728 And then put in the Punch sound effect 449 00:30:02,752 --> 00:30:04,032 And then we play 450 00:30:06,592 --> 00:30:12,736 It's only ever going to play that sound great so it works with 451 00:30:12,992 --> 00:30:18,880 Single sound or as many sounds as you want right so technically we could actually put in three sounds here 452 00:30:19,136 --> 00:30:22,208 And you all sorts of sounds we could do a punch to 453 00:30:22,464 --> 00:30:23,744 And a punch 3 454 00:30:24,000 --> 00:30:25,024 Hipley 455 00:30:33,728 --> 00:30:35,520 So we're going to play about logic 456 00:30:35,776 --> 00:30:38,080 To every single variable 457 00:30:38,336 --> 00:30:39,360 The first step 458 00:30:39,616 --> 00:30:45,760 Just go down all of my variables here and I know this is redundant guys you really want to avoid 459 00:30:46,016 --> 00:30:50,112 A redundancy you really do but I found 460 00:30:50,368 --> 00:30:56,512 Again I can't say it enough I'm going to be redundant with this specific script which is animated functions 461 00:30:56,768 --> 00:30:57,792 Because 462 00:30:58,048 --> 00:31:04,192 It's so helpful long term and keep things really organised so I'm gonna keep it this way 463 00:31:04,448 --> 00:31:07,008 And I'm gonna go ahead and go down here 464 00:31:07,520 --> 00:31:10,336 I'm going to do is copy this 465 00:31:10,592 --> 00:31:12,896 Emirates space it every single one 466 00:31:14,176 --> 00:31:17,504 Here we go here we go 467 00:31:17,760 --> 00:31:19,808 And then I'm on my way back up 468 00:31:20,064 --> 00:31:22,112 I'm gonna change this to 10 469 00:31:23,648 --> 00:31:24,416 9 470 00:31:24,928 --> 00:31:26,464 87 471 00:31:26,976 --> 00:31:29,536 65 472 00:31:29,792 --> 00:31:31,584 Igo4 473 00:31:32,096 --> 00:31:37,216 Free I want to do a countdown 474 00:31:37,472 --> 00:31:38,240 2 475 00:31:39,520 --> 00:31:42,592 N1 alright 476 00:31:44,384 --> 00:31:45,664 So that looks great 477 00:31:46,176 --> 00:31:47,456 Everything's ready to go 478 00:31:47,968 --> 00:31:50,272 Show back in the unity and see how everything works 479 00:31:52,320 --> 00:31:58,464 Alright as you can see because we converted the individual audio clips in to erase 480 00:31:58,720 --> 00:32:02,048 We have to go ahead and reset the sounds ok so we're going to set the size 481 00:32:02,304 --> 00:32:05,376 4 sound 4 and 3 alt 1 482 00:32:05,632 --> 00:32:08,704 How much is it to go through and take a look here kick 483 00:32:08,960 --> 00:32:15,104 That's place and wine kickdown is place onto ok so please don't want to setup play sound to it 484 00:32:15,360 --> 00:32:17,152 So that's going to be 485 00:32:17,664 --> 00:32:18,944 Punch for 486 00:32:19,200 --> 00:32:24,064 I like that sound effect do we use Sound 3 at all let's take a look 487 00:32:24,576 --> 00:32:30,720 We do not use Sound 3 currently so it's go ahead and said at the jump right so jump we could you 488 00:32:30,976 --> 00:32:31,744 Sound 3 489 00:32:32,000 --> 00:32:36,096 And then the player here and let's see here 490 00:32:36,352 --> 00:32:39,936 Sounds three we could have a jump sound 491 00:32:40,192 --> 00:32:42,496 So let's see her let's do a 492 00:32:44,800 --> 00:32:46,336 Let's find a call sound 493 00:32:46,848 --> 00:32:48,384 Positive sound 494 00:32:50,944 --> 00:32:51,456 Nope 495 00:32:59,904 --> 00:33:02,464 That's a cool sound I like that one 496 00:33:02,720 --> 00:33:05,536 So we're going to strike then to sound 3 here 497 00:33:05,792 --> 00:33:11,168 Ok something I also can do in player jump and it said that out and 498 00:33:11,680 --> 00:33:17,056 Hit play I know this sound is going to be a little bit too loud so when I get .4 and I'm in here play 499 00:33:22,944 --> 00:33:23,968 That is so weird 500 00:33:24,992 --> 00:33:26,528 Oh my goodness 501 00:33:27,040 --> 00:33:28,576 Let's not game 502 00:33:36,256 --> 00:33:42,400 Says he can see the jump sound is playing all the time 503 00:33:42,656 --> 00:33:48,800 Does anybody know why the reason is because as I sometimes just 504 00:33:49,056 --> 00:33:55,200 Nearly fall just barely fall that animation will start playing see that we definitely 505 00:33:55,456 --> 00:33:58,272 So we're going to do is going to a player animation 506 00:33:58,528 --> 00:33:59,808 Go to jump here 507 00:34:00,064 --> 00:34:01,344 And we're gonna make it 508 00:34:02,624 --> 00:34:03,392 Move over 509 00:34:04,160 --> 00:34:06,208 To about right here here we go 510 00:34:06,976 --> 00:34:10,560 The jump sound or happen red deer ok let it play and see what happens 511 00:34:17,728 --> 00:34:18,752 Ok 512 00:34:20,032 --> 00:34:25,664 So let's go back to a job and maybe bring it over just a little bit about right here we'll see if that works 513 00:34:33,600 --> 00:34:35,136 Alright 514 00:34:38,976 --> 00:34:45,120 Ok so I don't really like it the reason why is because the jump 515 00:34:45,376 --> 00:34:46,656 Animation starts 516 00:34:47,168 --> 00:34:49,984 First before I even fall ok 517 00:34:50,240 --> 00:34:52,032 So let's take a look here 518 00:34:52,800 --> 00:34:56,896 The player jump always happens first before going to play awful 519 00:34:57,920 --> 00:34:59,456 And that kind of 520 00:34:59,712 --> 00:35:01,504 It's definitely simpler 521 00:35:01,760 --> 00:35:03,552 But it's causing some problems 522 00:35:03,808 --> 00:35:09,952 So what we going to do is go ahead and go to a train station here like a new transition to playoff all ok and then 523 00:35:10,208 --> 00:35:13,536 What we're going to do is make sure that are grounded is false 524 00:35:13,792 --> 00:35:16,608 The players are going to jump if the velocity 525 00:35:17,120 --> 00:35:18,400 Is greater than 526 00:35:19,168 --> 00:35:19,936 .5 527 00:35:21,728 --> 00:35:27,872 Is greater than .5 he's certainly going to play that jump animation otherwise 528 00:35:28,128 --> 00:35:29,664 What is going to play 529 00:35:30,944 --> 00:35:32,480 The Fall animation 530 00:35:37,856 --> 00:35:40,928 Let's try that out and see if it works 531 00:35:43,232 --> 00:35:45,024 Actually no yeah 532 00:35:45,280 --> 00:35:47,072 Not yet 533 00:35:47,328 --> 00:35:51,936 Just want to make sure that there's no exit time and the transition duration is PT 1 534 00:35:52,448 --> 00:35:53,216 Play 535 00:36:01,920 --> 00:36:06,016 It's still playing the reason why 536 00:36:07,296 --> 00:36:10,368 I see the reason why is cos we're going back to play a jump 537 00:36:10,880 --> 00:36:12,928 If grounded equals true 538 00:36:13,952 --> 00:36:17,792 In honestly really don't want that song and I just remove this entirely 539 00:36:18,304 --> 00:36:20,096 And I'm going to do it this way 540 00:36:20,864 --> 00:36:26,496 Here we go so if grounded equals true immediately go back to playlist and no exit time 541 00:36:26,752 --> 00:36:28,288 No transition Direction 542 00:36:28,800 --> 00:36:31,104 There we go ok 543 00:36:31,360 --> 00:36:32,640 That should do it guys 544 00:36:38,528 --> 00:36:44,672 Still happening but take a look and see what's going on do you ever getting in a 545 00:36:44,928 --> 00:36:49,024 Using the Glitch like this it's good to have your animation window 546 00:36:49,280 --> 00:36:53,888 Are you in a major window right next to game window ok let's take a look 547 00:36:55,936 --> 00:36:57,216 Ok 548 00:36:58,240 --> 00:37:02,080 Is still going to play a jump for some reason why is that 549 00:37:07,200 --> 00:37:08,992 Let's take a look here 550 00:37:10,784 --> 00:37:12,064 So what's player stand 551 00:37:12,320 --> 00:37:13,856 And when we fall 552 00:37:16,416 --> 00:37:19,232 You should be able to play Age of Empires on cigarettes 553 00:37:34,848 --> 00:37:40,992 I see it because we're running so we are 554 00:37:41,248 --> 00:37:45,856 I need your address this right here because they were running we can go to the player jump and that's not good either 555 00:37:46,368 --> 00:37:48,160 Sort by 556 00:37:48,672 --> 00:37:49,952 Is less than 557 00:37:50,720 --> 00:37:52,000 Greater than 558 00:37:52,256 --> 00:37:53,024 .5 559 00:37:53,280 --> 00:37:59,424 Say that doesn't make sense guys it's all just sort of a big puzzle at this point trying to figure out 560 00:37:59,936 --> 00:38:01,984 Which goes to White and why 561 00:38:02,240 --> 00:38:03,264 What's a play here 562 00:38:09,408 --> 00:38:10,432 Alright 563 00:38:10,688 --> 00:38:13,248 Now we need to have the same 564 00:38:13,504 --> 00:38:15,552 Transition to play a fall as well 565 00:38:15,808 --> 00:38:16,576 There we go 566 00:38:16,832 --> 00:38:22,976 And so same sort of mentality here from stand to fall if ground is false 567 00:38:24,512 --> 00:38:26,816 And velocity why is 568 00:38:27,072 --> 00:38:28,608 Smaller than 569 00:38:29,376 --> 00:38:31,168 Negative .5 570 00:38:32,448 --> 00:38:34,240 Then go to playoff all right 571 00:38:34,496 --> 00:38:36,032 Then 572 00:38:36,288 --> 00:38:41,664 Same mentality going back right which is grounded = true 573 00:38:42,688 --> 00:38:48,320 Grand Eagles true go back now the problem is we have to interfere in transitions so that's all we need to say 574 00:38:48,576 --> 00:38:49,088 If 575 00:38:49,600 --> 00:38:50,880 Velocity x 576 00:38:51,648 --> 00:38:53,440 Is lesbian 577 00:38:53,696 --> 00:38:54,464 Point 578 00:38:54,976 --> 00:38:55,488 3 579 00:38:56,000 --> 00:38:57,536 Go back to play a stand 580 00:38:57,792 --> 00:38:59,072 Velocity 581 00:38:59,584 --> 00:39:00,608 Direct 582 00:39:00,864 --> 00:39:01,376 Is 583 00:39:01,888 --> 00:39:03,680 Greater than .3 584 00:39:04,192 --> 00:39:04,960 Go back to raw 585 00:39:05,984 --> 00:39:07,520 No exit time needed 586 00:39:07,776 --> 00:39:08,800 But either of those 587 00:39:10,080 --> 00:39:12,128 Yeah and that's it here 588 00:39:12,896 --> 00:39:16,480 Pretty fast transition zero fine with me 589 00:39:17,248 --> 00:39:19,040 Hello finally guys 590 00:39:19,552 --> 00:39:23,392 We also want to do is just make sure there's no exit time we're going to fall 591 00:39:24,416 --> 00:39:25,952 Sub-Zero that out 592 00:39:26,208 --> 00:39:32,352 Cleaners up there we go outside a bit clearer I like that 593 00:39:32,864 --> 00:39:34,144 Crawley 594 00:39:34,656 --> 00:39:37,216 Something like this spring these up a little 595 00:39:37,984 --> 00:39:41,312 So that there's a square here that's very pretty I like that 596 00:39:41,824 --> 00:39:42,592 Ok 597 00:39:42,848 --> 00:39:43,872 What's a little bit better 598 00:39:44,640 --> 00:39:45,664 Let's play here 599 00:39:46,432 --> 00:39:48,224 And take a look 600 00:39:52,064 --> 00:39:53,088 Good 601 00:39:58,208 --> 00:40:03,072 Very reactive I like it a lot it's a little bit snappy When I Fall so 602 00:40:03,584 --> 00:40:09,728 Ariel it's actually make this not so fast straight so play Run 2 player fall can be something 603 00:40:09,984 --> 00:40:13,312 1 a.m. player standard player fall 604 00:40:13,568 --> 00:40:16,896 That's ok play 0.1 is good to you so straight out 605 00:40:19,968 --> 00:40:22,016 Awesome 606 00:40:22,784 --> 00:40:28,928 Alright guys so it looks like a jump sound is working just fine 607 00:40:29,440 --> 00:40:35,584 There's a way to make you jump feel just a little bit better ok just a tiny bit better 608 00:40:35,840 --> 00:40:39,680 I like to do is side my player got a player jump 609 00:40:41,216 --> 00:40:42,496 And 610 00:40:43,520 --> 00:40:44,800 Make a sound effect 611 00:40:45,056 --> 00:40:48,896 For two feet touching the ground ok so you're a player here 612 00:40:49,408 --> 00:40:50,944 We know that sound 5 613 00:40:51,712 --> 00:40:54,016 Does all about footsteps something bad 614 00:40:55,040 --> 00:40:57,600 One play sound via another one 615 00:40:57,856 --> 00:40:58,624 Right here 616 00:40:59,136 --> 00:41:01,952 So tell me to fourth king the grand 617 00:41:04,000 --> 00:41:06,048 Australia now hopefully 618 00:41:15,776 --> 00:41:21,920 And I'll tell you I really don't like the volume of that jump sound so we can just really bring it down 619 00:41:22,176 --> 00:41:22,944 Play smarter Lake 620 00:41:23,968 --> 00:41:24,736 .1 621 00:41:25,248 --> 00:41:26,272 That's fine 622 00:41:27,808 --> 00:41:33,696 I wonder if we could find a different sound to be honest cos that sound is just weird I really don't like it 623 00:41:45,216 --> 00:41:51,360 That's kind of fun I like that I don't know why but I like it funny I like it a lot 624 00:41:51,872 --> 00:41:53,151 Ok let's play 625 00:42:07,999 --> 00:42:11,071 Ok so some of you might be wondering 626 00:42:11,327 --> 00:42:13,887 When you actually 627 00:42:14,143 --> 00:42:20,287 White to play a sound outside of the animator ok are you why we might want to do 628 00:42:20,543 --> 00:42:22,335 As I'm running here 629 00:42:23,103 --> 00:42:24,383 And I hit things 630 00:42:25,407 --> 00:42:28,735 If I sort of bounce off something it's going to play 631 00:42:29,503 --> 00:42:31,295 That sound 632 00:42:31,807 --> 00:42:36,671 And even I don't press the spacebar right so something like 633 00:42:37,439 --> 00:42:39,487 Let's see her something like this 634 00:42:41,535 --> 00:42:42,303 Yeah 635 00:42:53,311 --> 00:42:54,079 Ok 636 00:42:55,103 --> 00:42:57,919 So let's create a false sound now 637 00:42:58,431 --> 00:43:02,527 Let's see if we can get a grant from a male voice actor 638 00:43:07,391 --> 00:43:09,439 Male grunt 639 00:43:17,887 --> 00:43:19,679 Tell me download it 640 00:43:19,935 --> 00:43:23,775 And hopefully we can open this up this is an aiff 641 00:43:24,031 --> 00:43:30,175 And hopefully it'll open up inside of identity if you're having trouble opening this app to open with 642 00:43:30,431 --> 00:43:30,943 Audacity 643 00:43:31,455 --> 00:43:32,991 Hopefully at work 644 00:43:37,599 --> 00:43:39,903 That looks like it doesn't work for me 645 00:43:45,023 --> 00:43:47,583 So we can have two sounds 646 00:43:48,095 --> 00:43:49,119 This one 647 00:43:49,375 --> 00:43:50,399 Has a jump sound 648 00:43:57,823 --> 00:44:03,967 Alex sounds great let's export that what you do is export selected audio 649 00:44:04,223 --> 00:44:04,991 What is going to be 650 00:44:05,247 --> 00:44:09,087 Jump Mail Grant 651 00:44:09,855 --> 00:44:14,719 So now we're going to add a Grunt sound effect for the jump as well 652 00:44:15,743 --> 00:44:18,047 So let's go to sound 653 00:44:18,303 --> 00:44:20,863 4 years ago not using the slot for sound for 654 00:44:21,119 --> 00:44:24,191 So let's see if that sound actually imported 655 00:44:25,727 --> 00:44:27,775 Jump Mail Grant 656 00:44:28,031 --> 00:44:28,799 Scared 657 00:44:31,871 --> 00:44:35,711 Yeah there we go and then go to a jump and 658 00:44:36,735 --> 00:44:37,247 Honestly 659 00:44:38,015 --> 00:44:41,087 We can put it right about here first 660 00:44:41,599 --> 00:44:47,743 And we do play sound for an umbrella drag this over on top of the others to hear the reason I had 661 00:44:47,999 --> 00:44:50,047 Because it's sometimes hard to select it too 662 00:44:50,559 --> 00:44:52,863 There we go that's great 663 00:45:01,311 --> 00:45:03,871 Alright just a little little wild 664 00:45:04,895 --> 00:45:08,991 10-minute Street down the volume to 8.3 665 00:45:09,503 --> 00:45:10,015 Ripley 666 00:45:20,511 --> 00:45:21,791 Alright 667 00:45:24,351 --> 00:45:27,935 Still well aware I'm going to make it really settle 668 00:45:28,447 --> 00:45:30,751 Hammer 0.0008 669 00:45:46,879 --> 00:45:51,743 Now there is sometimes when you don't want to play a sound using are animator functions 670 00:45:51,999 --> 00:45:54,815 Self example the coins here 671 00:45:55,327 --> 00:46:01,471 When collecting a coin do not really being animated are they and there's no real animation that occurred 672 00:46:01,727 --> 00:46:02,239 When you collect 673 00:46:02,495 --> 00:46:04,031 The Collector budgies disappears 674 00:46:04,287 --> 00:46:06,591 So we can do is actually just go to the collectible here 675 00:46:06,847 --> 00:46:10,687 Double click on the script and very easily 676 00:46:10,943 --> 00:46:11,967 Just adding 677 00:46:13,759 --> 00:46:15,039 Sound effect 678 00:46:15,295 --> 00:46:16,063 To play 679 00:46:16,319 --> 00:46:17,343 When is collected 680 00:46:18,111 --> 00:46:20,159 So we're going to put it right here 681 00:46:20,415 --> 00:46:21,951 During the collision 682 00:46:22,207 --> 00:46:22,975 The object 683 00:46:23,231 --> 00:46:29,375 We don't have to put it inside of any of these if statement here weather is a coin l2m or whatever 684 00:46:29,631 --> 00:46:31,679 Play the new player that instance 685 00:46:31,935 --> 00:46:35,519 SFX audio source play one shot 686 00:46:37,567 --> 00:46:38,591 And then 687 00:46:38,847 --> 00:46:41,151 Collection sound 688 00:46:41,407 --> 00:46:44,735 And also 689 00:46:44,991 --> 00:46:51,135 Collection sound volume 690 00:46:51,391 --> 00:46:53,439 Tower Pier 691 00:46:54,463 --> 00:46:58,303 In Adam good job good thinking serialise 692 00:46:58,559 --> 00:46:59,071 Field 693 00:46:59,327 --> 00:47:03,167 And then I can be a private audio clip 694 00:47:03,423 --> 00:47:09,567 And it is going to be called collection sound you guessed it and then also we're going to copy this paste 695 00:47:09,823 --> 00:47:15,967 Where to do a float and then we're going to be collection sound in this by default is going to be one ok 696 00:47:16,479 --> 00:47:21,855 Now we also need to make sure that we check to see if this is no ok so we need to say if 697 00:47:22,623 --> 00:47:24,927 There's even a collection sound 698 00:47:25,183 --> 00:47:27,999 So if collection sound is not equal no 699 00:47:28,255 --> 00:47:33,631 Then play the collection sound another way of writing this if statement is 700 00:47:33,887 --> 00:47:36,703 Just saying if collection sound 701 00:47:36,959 --> 00:47:37,727 That's about it 702 00:47:39,007 --> 00:47:41,055 So now we're going a unity 703 00:47:41,311 --> 00:47:47,455 And hopefully the point of using prefabs is becoming more and more clear now 704 00:47:47,967 --> 00:47:52,063 If I wanted to add a sound effect to let's say 705 00:47:53,599 --> 00:47:58,975 Are coins if I didn't have prefabs I'd have to drag a collection sound 706 00:47:59,487 --> 00:48:01,535 So let's say it's going to be this down here 707 00:48:02,047 --> 00:48:08,191 To every single free verb and I would go crazy right and then I'll quit making 708 00:48:08,447 --> 00:48:14,591 Forever so let's just click the arrow in jump inside of a prefab 709 00:48:14,847 --> 00:48:17,151 How we can simply add in that sound effect 710 00:48:17,407 --> 00:48:22,527 So which one we like this coins will see her know 711 00:48:28,671 --> 00:48:31,999 Cannibal sound selling Mario so I'm going to do that 712 00:48:32,511 --> 00:48:37,887 Clutch and sound of 3 and a 1 and 3 so loud 2.4 is good let's say that out 713 00:48:38,655 --> 00:48:41,727 And see how it sounds to play 714 00:48:44,031 --> 00:48:47,359 Awesome 715 00:48:54,271 --> 00:48:57,087 See hear 716 00:48:58,111 --> 00:48:59,647 That's great I like that 717 00:48:59,903 --> 00:49:06,047 Not say anything guys we could actually have some kind of random volume as well so it doesn't sound 718 00:49:06,303 --> 00:49:10,143 So static and on variable all the time 719 00:49:10,399 --> 00:49:16,543 So we can do is actually x the collection sound volume by a random range multiplier 720 00:49:16,799 --> 00:49:22,943 Right we could do .8 f and then wine PT 4F so what's going to happen 721 00:49:23,199 --> 00:49:29,343 Multiply the collection sound by 0.80% of 1.4 722 00:49:29,599 --> 00:49:30,879 If that makes sense 723 00:49:31,135 --> 00:49:37,279 In another princess is here and we got ourselves a nice sort of random sound 724 00:49:37,535 --> 00:49:38,047 Volume 725 00:49:39,071 --> 00:49:41,375 As reflecting these 726 00:49:44,191 --> 00:49:47,007 Awesome 727 00:49:47,263 --> 00:49:52,383 Very cool I like it a lot let's treat that volume down just a little bit more 20.1 728 00:49:52,639 --> 00:49:54,431 Can't let it play incy I sound 729 00:49:55,199 --> 00:49:58,527 There we go 730 00:50:00,063 --> 00:50:01,599 Much better 731 00:50:06,975 --> 00:50:13,119 Ok so we've got some sound effects for collecting our gems 732 00:50:13,631 --> 00:50:19,775 So hopefully now you can maybe understand why weed want to use a collectible script 733 00:50:20,031 --> 00:50:26,175 Help and 4 coins in keys even because now we can add sound effects to pretty much anything 734 00:50:26,431 --> 00:50:28,991 So if we go to our health here 735 00:50:29,247 --> 00:50:30,783 The collection sound 736 00:50:31,295 --> 00:50:35,135 Guinness add a sound effect from our sounds 737 00:50:35,391 --> 00:50:38,207 Tell something Hitler 738 00:50:38,719 --> 00:50:40,767 Something can a positive phrase 739 00:50:41,535 --> 00:50:42,559 Something like this 740 00:50:43,583 --> 00:50:49,727 And sound can be the vine give you about .5 so that and then the same is true for this key 741 00:50:49,983 --> 00:50:50,495 Right 742 00:50:50,751 --> 00:50:52,031 We can also 743 00:50:52,287 --> 00:50:54,335 Have a collection sound for the key 744 00:50:55,871 --> 00:51:00,223 The song of Sound shows and put it over there and it's 745 00:51:00,479 --> 00:51:02,271 And now we can have play in 746 00:51:02,527 --> 00:51:04,063 Tester.com works 747 00:51:28,127 --> 00:51:31,711 So we can decrease the volume of the health care 748 00:51:33,759 --> 00:51:35,807 Just a little bit jumping over prefab 749 00:51:36,063 --> 00:51:38,367 Changed about .2 and save it 750 00:51:39,647 --> 00:51:41,951 It's so what about some sound effects for 751 00:51:42,207 --> 00:51:45,279 Maybe our enemies as they get hurt 752 00:51:45,791 --> 00:51:46,303 Wallet 753 00:51:46,815 --> 00:51:48,607 Go inside of the enemy script 754 00:51:49,375 --> 00:51:54,239 And by the way I'm just going to create two new 755 00:51:54,495 --> 00:51:56,031 Audio clips here 756 00:51:56,799 --> 00:52:01,663 And when you create a new section of this section sound effects 757 00:52:04,223 --> 00:52:06,015 Hennessy here 758 00:52:06,271 --> 00:52:08,063 Let's create a 759 00:52:09,087 --> 00:52:10,879 Serializefield 760 00:52:12,159 --> 00:52:17,535 Going to be private audio clip and it's going to be hurt sound ok 761 00:52:17,791 --> 00:52:20,607 Happy there and then death sound 762 00:52:22,143 --> 00:52:28,287 So we have needs to sound effects and now I need to find a way to play them correctly we don't really have a fun 763 00:52:28,543 --> 00:52:34,687 Are anime script that caused the player to show an effect of getting hurt 764 00:52:34,943 --> 00:52:39,039 It really happens when we hit the player is there health decreases 765 00:52:39,551 --> 00:52:45,695 So what we can do is actually create a new function we're going to call this public void hurt 766 00:52:45,951 --> 00:52:47,743 And 767 00:52:48,255 --> 00:52:50,815 Type health - = 1 768 00:52:51,071 --> 00:52:55,935 Animal play that sound effect new player that incidents 769 00:52:56,703 --> 00:53:00,799 SFX audio that play one shot 770 00:53:01,055 --> 00:53:02,847 NN hurt sound 771 00:53:05,151 --> 00:53:06,687 Alright 772 00:53:06,943 --> 00:53:13,087 So this function is not going to be called anywhere curly nothing really cause this 773 00:53:13,343 --> 00:53:13,855 Function 774 00:53:14,367 --> 00:53:17,439 Now it should be called remember 775 00:53:18,207 --> 00:53:22,559 From the attack box Script if you can take a look the attack box 776 00:53:23,071 --> 00:53:25,375 Basically just decreases the health right 777 00:53:25,631 --> 00:53:27,167 So instead 778 00:53:27,679 --> 00:53:29,471 Have using this script 779 00:53:30,751 --> 00:53:36,895 Rihanna copy it and we're going to say enemy 780 00:53:37,663 --> 00:53:38,431 Put 781 00:53:38,943 --> 00:53:43,551 So now you're calling the Script here 782 00:53:43,807 --> 00:53:47,135 Same sort of thing it said now we can actually play that cuts out 783 00:53:49,183 --> 00:53:55,071 Also attack box if you really wanted to we can actually pass through new player 784 00:53:55,327 --> 00:53:56,351 The Instance 785 00:53:57,887 --> 00:54:01,727 Attack Power which currently is set to 1 786 00:54:01,983 --> 00:54:04,799 Well we're getting a little bug hear it 787 00:54:05,055 --> 00:54:11,199 Saying that we don't have that primitive able to us which is true if we got our enemy here we need to make sure 788 00:54:11,455 --> 00:54:14,271 We put that primary there which is attack power 789 00:54:15,039 --> 00:54:16,575 And by the fourth can be one 790 00:54:17,087 --> 00:54:19,647 And then just said this to attack power 791 00:54:20,671 --> 00:54:21,183 Ok 792 00:54:21,439 --> 00:54:27,583 So now we have the hurt sound available to be played and then we also want that jet sound to be played 793 00:54:27,839 --> 00:54:28,863 Which will happen 794 00:54:29,887 --> 00:54:30,911 Here 795 00:54:31,167 --> 00:54:36,287 New player instance SFX audio 796 00:54:36,543 --> 00:54:38,079 Play one shot 797 00:54:38,591 --> 00:54:39,871 Death sound 798 00:54:40,383 --> 00:54:44,991 Why is it happening there because if health is smaller than or equal to 0 799 00:54:45,247 --> 00:54:47,551 The first going to play the jet sound 800 00:54:48,319 --> 00:54:51,135 And then we're going to destroy the object 801 00:54:51,647 --> 00:54:53,951 Sorted save in trial the cell 802 00:54:56,255 --> 00:54:59,071 First thing we need to do is jump into enemy prefab 803 00:54:59,583 --> 00:55:01,887 Find a sound effect we like 804 00:55:05,727 --> 00:55:07,775 Let's see hear explosions 805 00:55:10,079 --> 00:55:13,919 We could do a short life something like this 806 00:55:15,455 --> 00:55:17,247 Anna hurt sound 807 00:55:18,015 --> 00:55:24,159 Could you let see hear something like that just for now and save it out 808 00:55:24,415 --> 00:55:24,927 Currency 809 00:55:25,183 --> 00:55:27,487 Everything is working properly 810 00:55:30,303 --> 00:55:36,447 Alright so I love the explosion sound 811 00:55:36,703 --> 00:55:38,495 I don't like the 812 00:55:39,519 --> 00:55:43,359 Impact sound in back sounds 813 00:56:06,655 --> 00:56:10,495 I don't really like any other sounds here so let's see here 814 00:56:10,751 --> 00:56:12,287 Is there a melee 815 00:56:12,799 --> 00:56:14,847 See if there's a better sound 816 00:56:15,359 --> 00:56:20,991 That's the sound a like I love that one 817 00:56:21,247 --> 00:56:22,271 There we go 818 00:56:22,527 --> 00:56:23,551 Save it 819 00:56:26,367 --> 00:56:32,511 There we go that's 820 00:56:32,767 --> 00:56:38,911 Great just way for now 821 00:56:41,727 --> 00:56:47,871 Just for some simple sounds a little bit loud so we can use the same now 822 00:56:48,127 --> 00:56:54,271 We've been using this whole time basically we add a volume so death sound volume 823 00:56:56,575 --> 00:57:02,719 And also we're gonna have a hurt sound volume does variables do not exist 824 00:57:02,975 --> 00:57:05,279 Quite yet so we're just going to go Pier 825 00:57:05,791 --> 00:57:07,071 Happy bees 826 00:57:07,839 --> 00:57:10,399 We are making floats 827 00:57:13,215 --> 00:57:15,007 And 828 00:57:16,287 --> 00:57:19,615 Change the volume to volume next to 829 00:57:20,127 --> 00:57:22,943 In by The Fall going to be worn 830 00:57:23,711 --> 00:57:29,599 We definitely don't want them to support 20 cos they will be confused if we forget to set the volume 831 00:57:31,391 --> 00:57:31,903 Ok 832 00:57:32,159 --> 00:57:33,695 Under enemy here 833 00:57:34,207 --> 00:57:36,511 And just make sure we can adjust these 834 00:57:36,767 --> 00:57:39,839 Vines accordingly 2.4 that's great 835 00:57:40,351 --> 00:57:43,679 NN PT 3 4 death sound sounds about right 836 00:57:43,935 --> 00:57:45,471 No save it and hopefully here 837 00:58:00,319 --> 00:58:01,599 Theragun 838 00:58:03,135 --> 00:58:09,279 Alright so what are we going to head and figure out a hurts 839 00:58:10,047 --> 00:58:13,375 For the player as well well 840 00:58:13,631 --> 00:58:18,495 Northern thinking about it I know that I want the player to also show an effect 841 00:58:18,751 --> 00:58:19,519 When he gets hurt 842 00:58:19,775 --> 00:58:23,615 Right so what I want to do is go to my player 843 00:58:24,127 --> 00:58:26,431 In a minute create a new animation 844 00:58:29,759 --> 00:58:34,111 In America this player hurt 845 00:58:34,879 --> 00:58:35,903 That sounds about right 846 00:58:36,415 --> 00:58:39,231 Ok and I'm going to hit the record 847 00:58:39,487 --> 00:58:40,255 Button 848 00:58:40,767 --> 00:58:43,839 Anything what I'm going to do is I'm going to actually 849 00:58:45,119 --> 00:58:46,399 Just disable 850 00:58:46,911 --> 00:58:48,959 All of the graphics 851 00:58:49,215 --> 00:58:50,495 Now this is 852 00:58:51,007 --> 00:58:52,543 Skeletal system 853 00:58:53,311 --> 00:58:54,335 And so 854 00:58:54,591 --> 00:58:56,127 We don't want to see what that 855 00:58:56,639 --> 00:58:58,431 But we can certainly just disable 856 00:59:01,759 --> 00:59:03,295 These actual 857 00:59:05,343 --> 00:59:08,159 Sprite skins so if I just 858 00:59:08,671 --> 00:59:13,023 Disable the Sprite renderer well ok and then I just quickly pop it back 859 00:59:18,399 --> 00:59:23,775 Basically what happened is he just going to pop out of existence for a split second right 860 00:59:24,543 --> 00:59:30,687 Can also just add the sound effects so playsound six I think that I work 861 00:59:30,943 --> 00:59:31,455 See her 862 00:59:31,967 --> 00:59:34,015 Yeah we don't have any sounds for sex yet 863 00:59:34,271 --> 00:59:37,087 Scooby-Doo just one sound 864 00:59:37,343 --> 00:59:38,623 And then 865 00:59:39,391 --> 00:59:41,439 Let's do a negative sound really 866 00:59:41,695 --> 00:59:45,791 Painful sound too painful 867 00:59:46,047 --> 00:59:47,839 That's good I like that one 868 00:59:48,351 --> 00:59:54,495 So drunk that sounds 6 mate so little too loud so we're going to make a .6 k 869 00:59:54,751 --> 00:59:56,287 And 870 00:59:56,543 --> 01:00:01,663 That's all set up ready to go to the only thing left to do guys is just go there and M here 871 01:00:02,431 --> 01:00:03,711 And you can see here 872 01:00:04,991 --> 01:00:07,039 Do we have player hurt here 873 01:00:08,319 --> 01:00:11,135 In what we can do is actually just go from any state 874 01:00:11,391 --> 01:00:12,415 Two player hurt 875 01:00:13,695 --> 01:00:15,999 So I'm in a click make transaction 876 01:00:17,023 --> 01:00:19,071 So I'm gonna go ahead and right click 877 01:00:19,327 --> 01:00:25,471 Cheers mate transition and there's going to be no exit time it's going to be instantaneous 878 01:00:25,727 --> 01:00:27,007 So no transition 879 01:00:27,263 --> 01:00:30,591 And the condition is going to be f 880 01:00:30,847 --> 01:00:31,359 Hurt 881 01:00:31,615 --> 01:00:34,431 Remember we created this little hurt 882 01:00:34,687 --> 01:00:35,711 Trigger here 883 01:00:37,759 --> 01:00:41,087 Well it's going to go to the player and then it's going to immediately come back 884 01:00:41,599 --> 01:00:43,135 Two player stand 885 01:00:44,415 --> 01:00:48,767 After an exit time of around .3 seconds 886 01:00:49,535 --> 01:00:52,607 In a transition of pt 25 at sounds about right 887 01:00:52,863 --> 01:00:55,423 How to make sure player hurt is inside the loop 888 01:00:55,679 --> 01:00:57,983 Ok good save it out 889 01:00:58,239 --> 01:01:03,359 And now before we finish up this little section here 890 01:01:03,615 --> 01:01:05,663 I'm just going to go to my new player script 891 01:01:05,919 --> 01:01:08,479 And I'm going to look at where I'm getting hurt 892 01:01:09,247 --> 01:01:10,527 Let's see here 893 01:01:13,599 --> 01:01:19,743 And I'm going to find out where we can fire this well I know when I go to my enemy here 894 01:01:19,999 --> 01:01:23,071 I'm touching the player this enemy is touching the player 895 01:01:23,327 --> 01:01:25,119 Ennis collision function 896 01:01:25,375 --> 01:01:29,983 We can see here that we have a few lines of code that are occurring 897 01:01:30,495 --> 01:01:36,639 So when are we just combine all of these for copying and delete them and they just go new players that are insane 898 01:01:36,895 --> 01:01:38,687 Hurt right 899 01:01:38,943 --> 01:01:40,991 And then we can go to the new player 900 01:01:41,247 --> 01:01:42,783 Ring create a new 901 01:01:43,039 --> 01:01:47,647 Function public void spirit 902 01:01:47,903 --> 01:01:52,511 Pay scales in any way when we just go ahead and go animator set Trigger 903 01:01:53,535 --> 01:01:55,071 Hurt 904 01:01:56,095 --> 01:01:56,863 Hopefully 905 01:01:58,143 --> 01:01:58,655 That'll do 906 01:01:58,911 --> 01:02:00,703 Celtic play here 907 01:02:10,175 --> 01:02:11,199 Let's get hurt 908 01:02:15,807 --> 01:02:21,951 Oh better ok good got her again so I think it's working 909 01:02:22,207 --> 01:02:24,767 A few issues with a collisions though 910 01:02:27,327 --> 01:02:29,375 Works just fine 911 01:02:30,399 --> 01:02:36,543 Ok so we can now get hurt by the enemies there's a couple of things that will need 8-week there to make it a little bit better 912 01:02:36,799 --> 01:02:39,103 So fireworks just fine 913 01:02:39,871 --> 01:02:40,639 Hand 914 01:02:41,151 --> 01:02:46,271 How to do that really hurts 915 01:02:46,527 --> 01:02:47,551 Ok 916 01:02:48,063 --> 01:02:49,855 So far so good 68324

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