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Another really cool effect
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In due in addition to particles
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Is we can actually sort of knockback the player
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If he gets hurt
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So the way that we would actually achieve this
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Is simply Be
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Testing
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Which side do players getting hit from
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So if the player is getting hit from the right side
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Not the player to the left right
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And if you get hit from the left side from an enemy
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Not him to the right like that
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So how do we achieve this
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Well we actually go inside of the attack box remember the attack box is a child of an enemy
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Ok
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Your call
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I select this enemy here
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The enemy has an attack box that's a child
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It has an attack box script on here
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What inside of a script we can actually write a simple
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Subtitled by
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We compress knowledge for you!
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Condition
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That will test which side of the player
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We're on
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I'm going to test that
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Inside of the on trigger event
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Ok
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Once we get that information whether it's on the left or the right side of the player
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We can launch the player in that direction
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So
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Let's go ahead and jump inside of the attack box script
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How exactly are we going to figure out what side the player
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Is being hit from
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When Hitler visit at box
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Well we're going to create a new variable
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In a variable
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Give me a serialised field
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Tell your private
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Integer is going to be cold target
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Side
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The weather in 4 words we could use here but your side makes the most sense to me
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And this value was either be -1 or 1 - 1 left side in a positive
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Dean the right side ok
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And we can basically test
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Which side
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This attack boxes on inside of the ontriggerenter2d function
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So what's a pseudocode to get an idea what this will be
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If
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I'm on
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Pallidus if I'm
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Add an exposition
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That is smaller
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Then what I'm attacking
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Anasta col de collider2d right here
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If I'm in a position that's smaller than that
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Then I'm
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On the left side and that's -1
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Otherwise you lying here
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Otherwise I'm on the right side
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1
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Alright then might sound a little bit complicated so just hold on here it's not actually that bad
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I'm actually going to write a very simple condition here
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That's going to translate the pseudocode into actual code
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Now a lot of you who are a little bit more advanced than me in code
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You might know of a very much more complicated yes simpler solution and it sounds like
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But what I mean is there are plenty of ways to write code
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Especially when using if statements that can be a lot simpler but it actually requires a little bit more
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Complex understanding of just going to write the very simple version of this code
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It's
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If
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My parent member the attackbox is actually a child of the enemy so if transfer
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Transform
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That position that x
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If that position
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Nex
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Is smaller than
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The collider2d that transformed opposition that x
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Well then
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I'm on the left side so what does that mean
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Target side equals -1
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Otherwise
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My target side
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Is positive one ok
84
00:04:02,944 --> 00:04:08,576
So the reason why we see realised this is so that we can actually see it player in the editor so it's go ahead and tested
85
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South square head in select this enemy here
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In brexit I want to see
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What the target site is for this attack box
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When we play
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Remember the attack box is a child
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So that's why in r script using transform
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The parrot here
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Protesting
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From the attack box
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Testing to see
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Where are the enemy in this the pain
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Where is position is
97
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Relative to the player
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40 plate year
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00:04:44,159 --> 00:04:44,671
Ok
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Securly is like the attackbox year
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00:04:47,743 --> 00:04:49,535
It said to target side of one
102
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What happens when it hits the player on the right side it's going to stay at 1 right
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Where was when I hit the left side
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-1 c that
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No it's -1
106
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How many goes back to positive one
107
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It's a player hits
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On the right side
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So what does that mean now we have the right information we need to send the player
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In a certain Direction
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And knock him back when he gets hurt
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00:05:18,463 --> 00:05:22,815
So they were going to do that is actually just go to a new player here and if you recall
113
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Inside of a new player script
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All that functionally happens in the heart function here
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No currently we're only passing through an integer and that's attack power
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So get up we're going to the attackbox here
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This is the actual code that handles
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Power hitting the player
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As you can see here
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When we hurt the player were sending in the attack power
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Relative to this enemy
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But we can also send through
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The target side right
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As you can see
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We're getting there and that's because currently we do not have two parameters available to us
126
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In the player hurt function
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Got a new player here in adorama
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An integer
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Going to call it target side
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So now that's going to debug in test this out debug.log
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I'm getting hurt
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On my side colon
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And then
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What eyesight is so just tested on
135
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Go ahead play here
136
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So if we get hurt hopefully in the console window is going to tell us which side we're going her on
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Ok I'm getting her on my
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Side
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Whining at the right side
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And then if you get hit in the left side
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I'm getting hit on my side -1
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Turn the left side
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Information is being
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Sent through
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Desert function inside the player
146
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So now the player knows which side he's getting her on
147
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Or we can send the player in the direction ok
148
00:07:08,799 --> 00:07:14,943
The way we're going to send the player in a certain Direction is really gonna create a new very
149
00:07:15,199 --> 00:07:18,271
In a variable is going to be called Lodge
150
00:07:18,783 --> 00:07:24,927
Essentially we're getting out of a cannon to some degree or shooting the player from his current position
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Watching him
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In the opposite direction that is getting hurt ok so we're going to create a new variable
153
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And we go ahead and just put inside of the attributes here
154
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And it's not going to serialise it's give you a private
155
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Float on record March
156
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My default is 0
157
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Now we can put that value
158
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Inside of a target velocity
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Lying here
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Remember the target velocity currently all this happening is the X value
161
00:07:58,975 --> 00:08:01,535
Of our target velocity is determined
162
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By the horizontal axis so when I'm pressing left or right key when I'm running
163
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X r max speed value
164
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Or we can also add
165
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The launch value ok
166
00:08:14,591 --> 00:08:20,223
And that means that if our launch is -1 the player is going to constantly move to the left
167
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Or if the player gets hurt
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On the other side he's can't so I'm going to move to the right ok so that's actually said the launch value
169
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Turn the lounge values set to zero so
170
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This is going to do anything
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But if I scroll down in my heart function
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And I say
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Launch equals
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Target side
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It's going to move in that direction
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How to be clear we want to make sure it's the negative target side because I get hit on my right side in
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Is wine
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I don't want the player to move to the right I want to play the move in the opposite direction
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So negative
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So if we said this
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What should happen is the player should constantly move to the left or to the right
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When
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The player gets hurt
184
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So test that functionality first
185
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Premier player
186
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Alright so I round to my enemies here I should constantly move their left
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There we go
188
00:09:20,639 --> 00:09:26,783
Just barely left and you can see this still happening here and that's because the large is currently searching
189
00:09:27,039 --> 00:09:27,807
What ok
190
00:09:28,063 --> 00:09:31,647
So that kind of works right
191
00:09:32,159 --> 00:09:33,439
But there's one problem
192
00:09:34,207 --> 00:09:35,999
And that is that the launch
193
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Is
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Remaining at that value
195
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Set the mama we get hit it stays play It's -1 forever or one forever
196
00:09:45,983 --> 00:09:49,055
The players always going to be moving and add some
197
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Air resistance or friction to this value
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This is actually one of my favourite lines of code to write and have been reading this code since I was
199
00:09:59,039 --> 00:10:02,764
And I'm 16 years old and this is a code I don't know where I came up with it or how aware
200
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
201
00:10:05,439 --> 00:10:06,207
I read it but
202
00:10:06,463 --> 00:10:12,351
I use this code to smoothly was called lerp a value back to 0
203
00:10:12,863 --> 00:10:14,655
So we can go from one
204
00:10:15,423 --> 00:10:19,007
20 with this line of code so the pseudocode is
205
00:10:19,263 --> 00:10:20,287
Burp or
206
00:10:20,543 --> 00:10:21,311
Ease
207
00:10:23,359 --> 00:10:28,223
The large value back to zero at all times
208
00:10:28,991 --> 00:10:31,807
So we set the March to 1
209
00:10:32,319 --> 00:10:38,207
When the player gets hurt it's going to smoothly go back to zero so that he only moves a little bit
210
00:10:39,743 --> 00:10:45,887
So this will look confusing I promise you was going to look confusing and all I ask is that you trust me don't get
211
00:10:46,143 --> 00:10:52,287
Next year and just I just try and memorise the way that we write this because I love writing this line of code
212
00:10:52,543 --> 00:10:57,407
So what does Lana coders again it takes the large value back to 0
213
00:10:57,919 --> 00:11:02,271
To the way we write that is we take a flow like lunch and we write plus equals
214
00:11:02,783 --> 00:11:05,855
The value we want to go to zero
215
00:11:06,111 --> 00:11:09,695
Miners are current value Lodge
216
00:11:09,951 --> 00:11:15,327
We x x x at delta time because we're iterating right we don't want the
217
00:11:15,839 --> 00:11:20,447
The movement in a learning to be depending on the frame rate of a computer
218
00:11:21,215 --> 00:11:25,823
So we x x x out a time and then we're going to multiply that time so kind
219
00:11:26,079 --> 00:11:27,871
Large recovery value
220
00:11:28,127 --> 00:11:31,455
Just bear with me a minute right launch recovery
221
00:11:31,967 --> 00:11:35,551
Well that float doesn't exist so it's Craig don't really
222
00:11:35,807 --> 00:11:38,111
I know this is confusing just bear with me here
223
00:11:39,647 --> 00:11:41,183
Launch recovery
224
00:11:41,439 --> 00:11:44,511
Is it going to be a serialised field for the week and week in the editor
225
00:11:46,047 --> 00:11:48,607
Alright so what the heck
226
00:11:48,863 --> 00:11:50,911
Did we just write
227
00:11:51,423 --> 00:11:51,935
Well
228
00:11:52,191 --> 00:11:53,727
We want to launch value
229
00:11:54,495 --> 00:11:56,287
To ease back 20
230
00:11:56,799 --> 00:11:58,847
All the time so I get hit
231
00:11:59,103 --> 00:12:03,199
If it goes if I get hit then moved to the right at a large value of 1
232
00:12:03,455 --> 00:12:07,295
I want to cancel this right I wanted to go back to zero
233
00:12:07,807 --> 00:12:10,623
So that is what this function here is
234
00:12:10,879 --> 00:12:13,695
Just ignore this for now but we're x
235
00:12:13,951 --> 00:12:15,999
And just think about this value here
236
00:12:17,023 --> 00:12:19,327
Launch is iterating
237
00:12:20,351 --> 00:12:21,631
Increasing
238
00:12:22,143 --> 00:12:22,655
Bye
239
00:12:22,911 --> 00:12:23,935
0
240
00:12:24,191 --> 00:12:28,287
- the current large power right so if it's 1
241
00:12:29,055 --> 00:12:32,383
Is going to increase by a very quick value
242
00:12:32,895 --> 00:12:33,663
Analysis
243
00:12:34,175 --> 00:12:36,735
Wine -1 so it's going to
244
00:12:36,991 --> 00:12:38,015
Decrease
245
00:12:39,039 --> 00:12:41,343
Amen because we just did that
246
00:12:41,599 --> 00:12:43,135
The launch by is little bit smaller
247
00:12:43,903 --> 00:12:50,047
And on every iteration the launch by get smaller and smaller smaller smaller smaller smaller smaller and he is
248
00:12:50,303 --> 00:12:50,815
0
249
00:12:51,071 --> 00:12:54,399
I don't require you to fully understand this
250
00:12:55,167 --> 00:12:58,751
Just know that if you want something to learn smoothly back to 0
251
00:12:59,007 --> 00:13:00,543
This is a great way
252
00:13:01,055 --> 00:13:02,847
To write that out again
253
00:13:03,615 --> 00:13:06,943
Your float value iterated so plus equals
254
00:13:07,967 --> 00:13:13,087
And you do apprentices in on the left side of the princesses you do where you want to go
255
00:13:13,599 --> 00:13:15,903
And then you subtract by your current value
256
00:13:16,159 --> 00:13:17,951
Then you just multiply
257
00:13:18,719 --> 00:13:22,303
Buy timedelta time you always do that when you're eating a value
258
00:13:22,815 --> 00:13:28,191
And then you x x some kind of friction value or a recovery via Sunday night
259
00:13:28,447 --> 00:13:32,543
Was slow it down or speed it up depending on the value strength ok
260
00:13:32,799 --> 00:13:35,103
Again I know this is confusing
261
00:13:35,615 --> 00:13:37,151
So let's just has to sell
262
00:13:37,407 --> 00:13:38,431
And see what happens
263
00:13:38,687 --> 00:13:44,831
What's going on inside your player here and just make sure that our values are showing up as you can see the value of launch recovery is curry
264
00:13:45,087 --> 00:13:45,599
0
265
00:13:45,855 --> 00:13:47,391
What set it to
266
00:13:48,415 --> 00:13:49,951
Wine and see what happens
267
00:13:50,207 --> 00:13:51,487
Player gets hit
268
00:13:57,119 --> 00:14:00,447
Alright so you can barely see it's really hard to tell
269
00:14:00,959 --> 00:14:02,751
Let's go ahead in change
270
00:14:03,007 --> 00:14:06,079
My value give me something a little bit bigger
271
00:14:06,335 --> 00:14:10,431
Because currently he's just not moving that much so it's really hard to tell what's going on
272
00:14:10,687 --> 00:14:12,223
Touching back in your script here
273
00:14:12,479 --> 00:14:16,319
And let's go ahead in make this launch value
274
00:14:17,087 --> 00:14:23,231
Bigger than -1 or positive 1 curly it's going to be as big as the target side which is
275
00:14:23,487 --> 00:14:25,535
Value of 1 x x
276
00:14:26,047 --> 00:14:26,815
Times of value
277
00:14:27,071 --> 00:14:28,863
We can multiply x 10
278
00:14:29,119 --> 00:14:32,447
25 something like that or we could play a lot
279
00:14:32,703 --> 00:14:33,215
Power
280
00:14:33,727 --> 00:14:34,495
No you
281
00:14:35,007 --> 00:14:39,615
How to make a new vector to so that we can have a power in the Y Direction
282
00:14:39,871 --> 00:14:44,223
In the extraction and right now we're only going to worry about the launch Power that x
283
00:14:44,991 --> 00:14:48,319
That doesn't exist right so just roll up
284
00:14:49,087 --> 00:14:50,367
And what will you do
285
00:14:50,623 --> 00:14:53,183
Is just credit voucher serializefield
286
00:14:53,951 --> 00:14:58,815
Can I be a private vector to Ennis going to be called Lodge power
287
00:14:59,071 --> 00:14:59,583
Ok
288
00:15:02,143 --> 00:15:04,703
Ok so if you go back in the unity could a player here
289
00:15:05,215 --> 00:15:09,567
You can see you can see that our launch Power is currently set to 0
290
00:15:10,079 --> 00:15:14,687
In the extraction in why worry about the Y Direction right now
291
00:15:15,199 --> 00:15:19,551
But currently let's just worry about the extraction so let's make it a value of
292
00:15:19,807 --> 00:15:20,575
Annabelle
293
00:15:21,087 --> 00:15:22,367
10 ok
294
00:15:22,879 --> 00:15:26,975
So now we have a large power of ten to the players going to fly pretty far
295
00:15:27,487 --> 00:15:30,047
And because that launch value
296
00:15:30,559 --> 00:15:34,911
Is going to iterate back to 0 with a large recovery value of 1
297
00:15:35,423 --> 00:15:40,543
It slowly smoothly go back to zero in the players should stop watching
298
00:15:40,799 --> 00:15:41,823
Test this out
299
00:15:47,711 --> 00:15:48,479
Here we go
300
00:15:49,503 --> 00:15:51,295
Very slowly sending it back
301
00:15:51,807 --> 00:15:52,575
Turning the player
302
00:15:53,599 --> 00:15:56,671
In a direction and then slowly sliding so watch
303
00:15:57,695 --> 00:15:58,463
Derry girls
304
00:15:59,743 --> 00:16:01,279
Very sadly right
305
00:16:02,047 --> 00:16:07,167
Set alarm for carvery with makers Valley a little bit bigger hear something like five so that he doesn't
306
00:16:07,423 --> 00:16:09,727
Take so long to stop sliding
307
00:16:10,751 --> 00:16:11,775
There we go
308
00:16:13,823 --> 00:16:16,895
OK get so he's getting it push just a little bit
309
00:16:17,663 --> 00:16:18,175
Alright
310
00:16:18,943 --> 00:16:23,551
Looks a little weird because we're not actually moving the player in the Y Direction just yeah
311
00:16:23,807 --> 00:16:29,951
So let's set the large power something like 15 so now that large recovery values
312
00:16:30,207 --> 00:16:30,975
Tyre
313
00:16:31,231 --> 00:16:33,023
Push the player a little bit harder
314
00:16:33,535 --> 00:16:35,071
There we go that looks great
315
00:16:36,095 --> 00:16:40,447
Remember when we exit play mode we're gonna lose these values here so what's memoriser
316
00:16:40,703 --> 00:16:44,031
Large recovery is 5 in large power is 15
317
00:16:45,055 --> 00:16:45,567
Ireland
318
00:16:46,079 --> 00:16:47,615
Plugged in
319
00:16:48,127 --> 00:16:49,151
Light recovery
320
00:16:49,407 --> 00:16:51,199
5 large power of 15
321
00:16:51,455 --> 00:16:53,759
And now all we need to worry about now guys
322
00:16:54,271 --> 00:16:56,831
Is lodging the player in the Y Direction
323
00:16:57,599 --> 00:17:01,951
By a certain value in this case it's going to be the launch Power Wye Valley
324
00:17:02,463 --> 00:17:08,607
Now fortunately going in the Y Direction is a lot simpler here so what we going to do is just go back to the original Star
325
00:17:08,863 --> 00:17:10,655
In the new player script
326
00:17:11,679 --> 00:17:12,703
And I'm going to do
327
00:17:12,959 --> 00:17:14,239
Is I'm just going to set
328
00:17:14,751 --> 00:17:16,031
Velocity
329
00:17:17,567 --> 00:17:21,407
Why I'm going to said that to the launch Power
330
00:17:22,943 --> 00:17:23,967
That way
331
00:17:24,479 --> 00:17:29,599
So what I was going to push the player up into the Year right there's nothing really
332
00:17:30,111 --> 00:17:34,207
Regarding the velocity in the y-direction there's nothing related to the target side
333
00:17:34,463 --> 00:17:37,279
So what does always going to knock the player into the air
334
00:17:37,535 --> 00:17:41,631
So that's why this is so simple the last few that y = large power
335
00:17:41,887 --> 00:17:42,655
Don't worry
336
00:17:43,167 --> 00:17:44,447
And that should do it
337
00:17:44,703 --> 00:17:45,983
What's tested out
338
00:17:46,239 --> 00:17:47,263
Alright here we go
339
00:17:50,079 --> 00:17:53,151
So curly the Y value is set to 0 here
340
00:17:53,407 --> 00:17:54,943
I said this to you 5
341
00:17:55,199 --> 00:17:55,967
2 happens
342
00:18:00,319 --> 00:18:01,087
Ok good
343
00:18:03,903 --> 00:18:05,439
Send it to you 15
344
00:18:08,767 --> 00:18:09,791
Pre big bang
345
00:18:13,375 --> 00:18:16,191
It's another bad intense maybe 10
346
00:18:17,727 --> 00:18:18,751
Ok
347
00:18:21,567 --> 00:18:27,711
Alright looks great so I think that that is fine for now there is an episode
348
00:18:27,967 --> 00:18:28,991
Tutorial which is going to be
349
00:18:29,247 --> 00:18:34,623
Just cleaning up a lot of a game feel just cleaning up the player movement and how things feel
350
00:18:35,135 --> 00:18:37,183
But in terms of functionality
351
00:18:37,439 --> 00:18:38,719
I mean this is great
352
00:18:38,975 --> 00:18:41,791
Again make sure you memorise the value so it's 5
353
00:18:42,047 --> 00:18:43,327
15 and 10
354
00:18:43,839 --> 00:18:46,911
How much can a plug goes in 515 in
355
00:18:47,167 --> 00:18:48,703
10 mm
26136
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