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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,560 Are you ready to make the sword kill some enemies 2 00:00:02,816 --> 00:00:04,864 Let's get into it that sounds fun 3 00:00:05,120 --> 00:00:08,448 Alright so I'm going to open up one of my enemies 4 00:00:08,704 --> 00:00:10,496 Is here or dizzy and my seeing red 5 00:00:11,008 --> 00:00:11,520 And 6 00:00:11,776 --> 00:00:13,056 I'm going to go out 7 00:00:13,312 --> 00:00:14,336 Add a 8 00:00:14,848 --> 00:00:15,360 Area 9 00:00:16,640 --> 00:00:18,688 Area2d note 10 00:00:18,944 --> 00:00:22,016 Is is it essentially a way of detecting collisions 11 00:00:22,272 --> 00:00:23,296 They are essentially 12 00:00:23,552 --> 00:00:24,064 Trigger's 13 00:00:24,320 --> 00:00:25,856 So you can imagine that 14 00:00:26,112 --> 00:00:27,648 Kind of two different types of curls 15 00:00:28,160 --> 00:00:30,208 Is the types of collisions that will make 16 00:00:30,464 --> 00:00:35,072 Character stop when they hit something but then there is the type of collisions like hitbox 17 00:00:35,328 --> 00:00:38,144 Which are basically just detections of weather 18 00:00:38,400 --> 00:00:38,912 To take down 19 00:00:39,680 --> 00:00:41,984 Very rarely and James does it actually 20 00:00:42,240 --> 00:00:42,752 When a fact 21 00:00:43,008 --> 00:00:44,544 On your characters ability 22 00:00:44,800 --> 00:00:45,312 To move 23 00:00:45,568 --> 00:00:46,080 So 24 00:00:46,336 --> 00:00:49,920 Rebecca going to be setting up this area to use which are going to act as Trigger's 25 00:00:50,176 --> 00:00:51,200 That we can listen to 26 00:00:51,456 --> 00:00:52,480 So that we know when 27 00:00:52,736 --> 00:00:54,272 Destroy the enemy or deals 28 00:00:54,784 --> 00:00:56,576 Do the player and so on and so forth 29 00:00:57,088 --> 00:00:58,368 So I've got my area today 30 00:00:58,624 --> 00:01:00,653 We need to match like the character body 2 31 00:01:00,655 --> 00:01:03,003 Subtitled by online-courses.club We compress knowledge for you! 32 00:01:03,004 --> 00:01:02,464 Add a collision 33 00:01:02,720 --> 00:01:03,232 2D 34 00:01:03,488 --> 00:01:04,256 The child 2 35 00:01:04,512 --> 00:01:07,584 And what I'm going to do as I'm going to create a new circle 36 00:01:08,096 --> 00:01:09,120 In that 37 00:01:10,144 --> 00:01:12,448 And it's generally a good idea 38 00:01:12,704 --> 00:01:13,472 To make your 39 00:01:13,984 --> 00:01:15,520 Hitbox and hurt back 40 00:01:16,032 --> 00:01:16,544 Sizes 41 00:01:17,056 --> 00:01:18,592 Biased in the players favour 42 00:01:18,848 --> 00:01:21,920 So that means when you're creating a heart box for an enemy 43 00:01:22,432 --> 00:01:24,480 You want to make the heart box larger 44 00:01:24,736 --> 00:01:25,248 Then 45 00:01:25,504 --> 00:01:26,272 The enemies 46 00:01:26,784 --> 00:01:27,552 So I'm going to 47 00:01:28,576 --> 00:01:29,088 12 48 00:01:29,600 --> 00:01:30,368 I'm going to you 49 00:01:30,880 --> 00:01:32,672 The move to all by hitting w 50 00:01:32,928 --> 00:01:35,232 I'm just going to move it up until it's about Sam 51 00:01:35,744 --> 00:01:38,304 And I end up with a position of -5 52 00:01:38,560 --> 00:01:39,072 In the 53 00:01:39,584 --> 00:01:42,656 You can see how this area is much bigger than the Vision 54 00:01:42,912 --> 00:01:45,728 And that's actually a good thing because we want to 55 00:01:45,984 --> 00:01:46,496 To be 56 00:01:46,752 --> 00:01:50,080 For giving to the player to some extent so it the game field 57 00:01:50,336 --> 00:01:51,872 Really fun and 58 00:01:52,128 --> 00:01:54,432 Smooth and not super Pig 59 00:01:54,944 --> 00:01:56,480 And I'm going to move this area to d 60 00:01:56,736 --> 00:01:57,760 To the first 61 00:01:58,016 --> 00:01:59,040 Child 62 00:01:59,296 --> 00:02:00,320 The character 63 00:02:00,576 --> 00:02:01,088 You too dear 64 00:02:01,600 --> 00:02:03,136 And that would change the draw order 65 00:02:03,392 --> 00:02:03,904 Such that 66 00:02:04,160 --> 00:02:05,952 That area is now behind 67 00:02:06,720 --> 00:02:07,744 So that we can see it better 68 00:02:08,000 --> 00:02:09,792 So we do need to configure 69 00:02:10,048 --> 00:02:12,096 The collision layer in the collision mass 70 00:02:13,632 --> 00:02:14,912 Remember how we did 71 00:02:15,168 --> 00:02:15,680 4 72 00:02:15,936 --> 00:02:16,960 The player in the air 73 00:02:17,472 --> 00:02:18,496 Character body 2 74 00:02:19,008 --> 00:02:19,776 Because we didn't 75 00:02:20,032 --> 00:02:22,336 1 to 10 to count as terrain 76 00:02:22,592 --> 00:02:24,640 We want them to only look for today 77 00:02:25,664 --> 00:02:26,688 Act as two 78 00:02:27,200 --> 00:02:31,296 Give me the same deal here now before we configure the collision layer in the collision 79 00:02:31,808 --> 00:02:32,832 Let's go to Prague 80 00:02:33,344 --> 00:02:34,112 Project set 81 00:02:34,624 --> 00:02:36,928 Let's go ahead and scroll down until we see 82 00:02:37,440 --> 00:02:39,232 The layer names section 83 00:02:39,488 --> 00:02:41,024 And then click to die for 84 00:02:41,536 --> 00:02:43,072 R32 physics layers 85 00:02:43,328 --> 00:02:49,216 And what does tool allows us to do a w b settings allowed to do is provide names from his lair so we're not referencing 86 00:02:49,472 --> 00:02:50,240 Buy number 87 00:02:50,496 --> 00:02:51,264 And forgetting 88 00:02:51,520 --> 00:02:53,312 How are using all the layers in our game 89 00:02:53,568 --> 00:02:55,360 My middle name Leah one 90 00:02:56,384 --> 00:02:58,176 I'm going to name layer two player 91 00:02:58,432 --> 00:02:59,200 I'm going to name 92 00:02:59,456 --> 00:02:59,968 Layers 93 00:03:00,480 --> 00:03:00,992 Anime 94 00:03:01,248 --> 00:03:02,272 Close app 95 00:03:02,528 --> 00:03:04,832 Hover over these lair B here 96 00:03:05,088 --> 00:03:06,624 You can see that it'll tell me 97 00:03:06,880 --> 00:03:08,160 This is the terrain layer 98 00:03:08,416 --> 00:03:09,440 This is the player 99 00:03:11,488 --> 00:03:12,256 That's very heavy 100 00:03:12,512 --> 00:03:14,304 So what we're going to want to happen 101 00:03:14,560 --> 00:03:15,072 Is 102 00:03:15,328 --> 00:03:17,376 The abilities at the player cast 103 00:03:17,632 --> 00:03:18,912 Are going to be 104 00:03:19,168 --> 00:03:20,448 In a lair 105 00:03:20,960 --> 00:03:22,496 Dad the enemy 106 00:03:22,752 --> 00:03:24,032 I will look for 107 00:03:24,288 --> 00:03:29,920 So again the layer is where does this collision exist what layer does the 108 00:03:30,176 --> 00:03:30,688 Existing 109 00:03:30,944 --> 00:03:31,968 And the mask is 110 00:03:32,480 --> 00:03:33,248 Which layer 111 00:03:33,504 --> 00:03:35,040 Am I looking for 112 00:03:35,552 --> 00:03:36,064 4k 113 00:03:36,576 --> 00:03:39,392 This case we're going to set the enemies 114 00:03:39,648 --> 00:03:40,416 Collision layer 115 00:03:40,672 --> 00:03:41,696 20 116 00:03:42,208 --> 00:03:44,000 I'm going to set up enemies collision 117 00:03:44,256 --> 00:03:44,768 2 118 00:03:45,024 --> 00:03:45,536 Anime 119 00:03:45,792 --> 00:03:48,352 So essentially what this is saying is this the same 120 00:03:48,608 --> 00:03:49,888 This area to do 121 00:03:50,144 --> 00:03:51,168 Is going to look 122 00:03:51,424 --> 00:03:52,960 Any collision 123 00:03:53,472 --> 00:03:54,240 That exist 124 00:03:54,496 --> 00:03:55,264 In the lair 125 00:03:55,520 --> 00:03:56,032 Anime 126 00:03:56,288 --> 00:03:58,080 No I know that can be a little bit confused 127 00:03:58,592 --> 00:04:02,688 And you might be thinking what does it make more sense to put the enemy in the layer 128 00:04:02,944 --> 00:04:06,016 And then make the ability the thing that scans for the 129 00:04:06,528 --> 00:04:12,672 And I would say that yes that does make more logical sense but that's not going to work and the reason is because 130 00:04:12,928 --> 00:04:16,256 We cannot detect collisions from an area 2D 131 00:04:16,512 --> 00:04:17,536 If it's 132 00:04:17,791 --> 00:04:18,815 Existing in the 133 00:04:19,327 --> 00:04:20,863 We have to actually be looking 134 00:04:21,375 --> 00:04:22,911 With the mask to get 135 00:04:23,167 --> 00:04:23,679 Detection 136 00:04:23,935 --> 00:04:28,543 I know that's a little bit hard but basically you can envision later as being a passive 137 00:04:29,055 --> 00:04:31,871 Part of the collision and mask is the act 138 00:04:32,639 --> 00:04:34,431 So the weather is just saying 139 00:04:34,687 --> 00:04:37,503 Hey other things in the game I'm on the Slayers 140 00:04:37,759 --> 00:04:38,527 Can to live with me 141 00:04:38,783 --> 00:04:39,807 And the mask you're saying 142 00:04:40,063 --> 00:04:43,391 Hey other things in the game I want to see if I'm colliding 143 00:04:43,903 --> 00:04:46,463 I think that's pretty clear you can read the documentation 144 00:04:46,719 --> 00:04:47,231 Collision 145 00:04:48,255 --> 00:04:49,023 There is quite a bit 146 00:04:50,047 --> 00:04:54,911 It might help but we're going to move on so I've sent this to be on the enemy mask and no layers 147 00:04:55,167 --> 00:04:58,239 And now what we're going to do is we're going to go to the sword 148 00:04:59,007 --> 00:05:02,335 And we're going to do the same thing so go ahead and create a new area too 149 00:05:02,847 --> 00:05:04,895 By hitting control a or a right click 150 00:05:05,407 --> 00:05:09,247 And then add a child node of collision shape 2D 151 00:05:09,759 --> 00:05:10,527 Just like weed 152 00:05:10,783 --> 00:05:12,831 In this case I'm going to set my ship 153 00:05:13,087 --> 00:05:13,599 To be 154 00:05:13,855 --> 00:05:15,647 New rectangle shape 155 00:05:15,903 --> 00:05:17,439 Today 11 in today 156 00:05:17,695 --> 00:05:18,719 I'm going to set the size 157 00:05:18,975 --> 00:05:19,487 230 158 00:05:19,999 --> 00:05:20,511 30 159 00:05:20,767 --> 00:05:24,607 Something that looks a little bit alright first I'm going to grab this 160 00:05:24,863 --> 00:05:27,167 Colours and shape I'm going to select the move to 161 00:05:27,423 --> 00:05:28,959 And then I'm going to move it over 162 00:05:29,471 --> 00:05:31,263 Until the left edge of the 163 00:05:31,519 --> 00:05:32,031 What is a line 164 00:05:32,287 --> 00:05:33,311 Through the centre of 165 00:05:33,823 --> 00:05:34,591 Now I am I 166 00:05:35,103 --> 00:05:37,407 Because this is going to give the sword a direction 167 00:05:37,663 --> 00:05:38,431 In terms of wish 168 00:05:38,687 --> 00:05:39,199 The tackle 169 00:05:39,455 --> 00:05:40,479 So animation 170 00:05:40,991 --> 00:05:42,271 If I play the animation here 171 00:05:42,527 --> 00:05:44,575 Attacking in this area 172 00:05:44,831 --> 00:05:49,439 So I'm moving the hip-hop so that it encompasses roughly 173 00:05:49,695 --> 00:05:50,207 That 174 00:05:50,463 --> 00:05:51,231 Swing anime 175 00:05:51,487 --> 00:05:51,999 Area 176 00:05:52,255 --> 00:05:58,143 And again it's ok if your collision box is larger than the visuals that actually preferred 177 00:05:58,399 --> 00:05:58,911 Because it make 178 00:05:59,167 --> 00:05:59,679 Feel better 179 00:05:59,935 --> 00:06:02,751 Another benefit of doing this is that when we rotate the song 180 00:06:03,519 --> 00:06:05,567 With the rotate tool website 181 00:06:05,823 --> 00:06:07,103 Concealable hitbox 182 00:06:07,359 --> 00:06:09,407 Automatically aligns itself in the door 183 00:06:09,663 --> 00:06:11,455 So simply by 184 00:06:11,711 --> 00:06:13,247 Rotating the root node 185 00:06:13,503 --> 00:06:15,295 Everything will follow 186 00:06:15,551 --> 00:06:16,063 And it will be 187 00:06:16,319 --> 00:06:16,831 Paul 188 00:06:17,087 --> 00:06:20,415 Good so let's go ahead and open up the animation player 189 00:06:20,927 --> 00:06:23,999 And you can again make sure that the animation tab is high 190 00:06:24,255 --> 00:06:24,767 At the bottom 191 00:06:25,023 --> 00:06:26,815 Select the swing animation 192 00:06:27,071 --> 00:06:27,583 And 193 00:06:27,839 --> 00:06:29,375 Let's zoom in a little bit with the 194 00:06:29,631 --> 00:06:30,399 Mental on a bottom 195 00:06:31,167 --> 00:06:32,703 So we want to start 196 00:06:32,959 --> 00:06:33,983 Hitbox of 197 00:06:34,495 --> 00:06:35,007 Disable 198 00:06:35,519 --> 00:06:37,311 Because there is a small wind-up toy 199 00:06:37,823 --> 00:06:38,335 Animation 200 00:06:38,591 --> 00:06:40,383 I'm going to select the collision shape to 201 00:06:40,895 --> 00:06:42,687 I'm going to go down to the disabled proper 202 00:06:42,943 --> 00:06:43,711 I'm going to cry 203 00:06:43,967 --> 00:06:46,527 On so distant grey which means that it's not 204 00:06:46,783 --> 00:06:47,295 Is it going to do 205 00:06:48,319 --> 00:06:49,599 And I'm going to collect the key 206 00:06:49,855 --> 00:06:50,367 And then 207 00:06:50,623 --> 00:06:51,135 Create 208 00:06:51,391 --> 00:06:52,671 And so that will start off 209 00:06:52,927 --> 00:06:54,463 Disabled 210 00:06:54,719 --> 00:06:55,231 Play Mission starts 211 00:06:55,487 --> 00:06:58,559 I'm going to scrub forward until the sword starts attack 212 00:06:59,071 --> 00:06:59,839 Which is sad 213 00:07:00,095 --> 00:07:00,607 2 seconds 214 00:07:00,863 --> 00:07:02,911 I'm going to insert a key at this 215 00:07:03,167 --> 00:07:04,447 Position in the timeline 216 00:07:04,703 --> 00:07:07,263 And then I'm going to click on Nike and under 217 00:07:07,775 --> 00:07:09,311 You can see now if I scrub through 218 00:07:09,567 --> 00:07:11,871 As soon as it hits point to it becomes unable to 219 00:07:12,383 --> 00:07:13,919 I'm going to leave enabled until 220 00:07:14,175 --> 00:07:15,967 For and then I'm going to write 221 00:07:16,479 --> 00:07:17,759 Honour disable track 222 00:07:18,015 --> 00:07:18,783 Insert 223 00:07:19,295 --> 00:07:20,831 Mcconnachie frame and 224 00:07:21,599 --> 00:07:24,159 Essentially what we're going to see it 225 00:07:24,415 --> 00:07:26,719 Is startup disabled it becomes a neighbour 226 00:07:26,975 --> 00:07:27,743 4.2 seconds 227 00:07:27,999 --> 00:07:29,535 The duration of the sword swing 228 00:07:29,791 --> 00:07:30,815 And it is disabled 229 00:07:31,583 --> 00:07:33,887 So doing this point to second windows when it will be 230 00:07:34,143 --> 00:07:34,655 Detect 231 00:07:35,935 --> 00:07:39,775 What's click on the area2d mode in Arsene dark here 232 00:07:40,031 --> 00:07:43,359 And then scroll down to the collision layer collision mask setting 233 00:07:43,871 --> 00:07:46,943 This is going to be the opposite of what we are doing for the end 234 00:07:47,455 --> 00:07:48,991 We want this to 235 00:07:49,247 --> 00:07:50,527 Passively in a lair 236 00:07:50,783 --> 00:07:52,063 So we're going to answer 237 00:07:52,319 --> 00:07:54,367 The train bit and turn on 238 00:07:55,391 --> 00:07:57,695 And we actually don't want to be active 239 00:07:57,951 --> 00:07:59,487 Looking for or listen 240 00:07:59,999 --> 00:08:00,511 Any colour 241 00:08:01,023 --> 00:08:02,303 So I'm going to turn the mask off 242 00:08:02,815 --> 00:08:03,327 Ok 243 00:08:03,583 --> 00:08:07,167 So there is one final thing to do which is that we actually need to handle these 244 00:08:07,423 --> 00:08:10,495 Because decorations are being detected but nothing is being done 245 00:08:11,007 --> 00:08:13,311 So I'm going to go back to my basic 246 00:08:13,823 --> 00:08:16,639 I'm going to click on the Script icon to open up the Script 247 00:08:16,895 --> 00:08:17,407 NRG 248 00:08:17,919 --> 00:08:19,967 Shove the animation draw back down so 249 00:08:20,223 --> 00:08:20,991 PC World 250 00:08:21,247 --> 00:08:22,015 And 251 00:08:22,271 --> 00:08:23,039 In here 252 00:08:23,295 --> 00:08:27,135 Very similar to how we connected to the timer within a connect to the area 253 00:08:27,903 --> 00:08:29,183 So if you click on the area too 254 00:08:29,439 --> 00:08:31,487 And you go to the Note Tab 255 00:08:31,743 --> 00:08:32,767 You can see that 256 00:08:33,023 --> 00:08:36,351 Here are all of our area 2D signals listed right here 257 00:08:36,607 --> 00:08:38,655 The Wonder interested in his area 258 00:08:38,911 --> 00:08:40,703 Which is going to as it says 259 00:08:40,959 --> 00:08:41,727 Omit 260 00:08:41,983 --> 00:08:43,519 When they received area 261 00:08:44,543 --> 00:08:45,311 This area 262 00:08:45,823 --> 00:08:46,847 So we're going to go out on Saturday 263 00:08:47,103 --> 00:08:50,431 So in our base Academy Script I'm going to replace the pass 264 00:08:50,687 --> 00:08:51,967 In the Rain method with 265 00:08:52,223 --> 00:08:53,503 Dollar sign area two 266 00:08:53,759 --> 00:08:56,831 What again is shorthand for getnode area 2 267 00:08:57,599 --> 00:08:58,111 Dad 268 00:08:58,367 --> 00:08:59,647 Area entered 269 00:08:59,903 --> 00:09:00,927 Which is the signal name 270 00:09:02,975 --> 00:09:03,487 On 271 00:09:05,279 --> 00:09:08,095 Price to find an area entered function by 2 272 00:09:08,351 --> 00:09:08,863 Funk 273 00:09:09,119 --> 00:09:10,399 On area 274 00:09:11,167 --> 00:09:14,239 And you have to be very careful when you're connecting to signal 275 00:09:14,751 --> 00:09:15,263 Because 276 00:09:15,519 --> 00:09:18,079 Some of them pass arguments so in this example 277 00:09:18,335 --> 00:09:21,919 Area entered is passing in an area 2D 278 00:09:22,175 --> 00:09:26,015 As an argument so we need to actually accept that some Guinness call other area 279 00:09:26,527 --> 00:09:27,551 Area2d 280 00:09:28,063 --> 00:09:29,599 And then a colon at the end 281 00:09:30,111 --> 00:09:32,671 And what we going to do in here or just going to for now 282 00:09:32,927 --> 00:09:33,951 Too cute 283 00:09:34,207 --> 00:09:39,327 So this is the same method that we called from the animation player in the sword ability 284 00:09:39,583 --> 00:09:45,727 From code this time and what this is going to do as a refresher is this is going to at the appropriate 285 00:09:45,983 --> 00:09:46,495 Time 286 00:09:47,519 --> 00:09:50,591 The Entity from memory and remove it from the sea 287 00:09:51,103 --> 00:09:53,151 Not not order it'll be removed from 288 00:09:53,407 --> 00:09:53,919 And then 289 00:09:54,175 --> 00:09:54,943 Read from net 290 00:09:55,455 --> 00:09:58,783 If we did everything correctly we should be able to run the game in sea there 291 00:09:59,295 --> 00:10:00,319 Enemies will start 292 00:10:00,345 --> 00:10:02,504 Subtitled by online-courses.club We compress knowledge for you! 293 00:10:02,505 --> 00:10:01,343 Being destroyed 294 00:10:01,599 --> 00:10:02,367 So you can see 295 00:10:02,623 --> 00:10:06,207 When a collides the enemy will be destroyed now we can see this a little bit better 296 00:10:06,463 --> 00:10:07,231 If we go to 297 00:10:07,487 --> 00:10:08,511 De Bogota 298 00:10:09,023 --> 00:10:10,815 And turn on visible collision 299 00:10:11,583 --> 00:10:12,863 Never Run the game again 300 00:10:13,119 --> 00:10:15,679 Now we can see all of the blue collision 301 00:10:16,191 --> 00:10:17,727 And we can even see the sword 302 00:10:17,983 --> 00:10:20,287 When the sword part of you can see that there is a l 303 00:10:20,799 --> 00:10:21,567 Blue Square 304 00:10:21,823 --> 00:10:23,359 So is one problem still 305 00:10:23,615 --> 00:10:26,943 Which is that the sword is not being angled toward the end 306 00:10:27,199 --> 00:10:31,039 So I can only hit the anime if it's facing a very specific Direct 307 00:10:31,295 --> 00:10:32,575 Answer the way that we're going to fix 308 00:10:33,087 --> 00:10:36,159 Is we're going to go back to the sword ability 309 00:10:36,415 --> 00:10:37,183 Controller 310 00:10:37,439 --> 00:10:40,255 So control shift open your quick access 311 00:10:40,767 --> 00:10:43,583 Look for the sword ability controller open 312 00:10:43,839 --> 00:10:46,143 And you can open up the script with the Script 313 00:10:46,655 --> 00:10:48,703 So here's are on time or time 314 00:10:49,215 --> 00:10:49,983 You can see that 315 00:10:51,007 --> 00:10:51,519 Getting 316 00:10:51,775 --> 00:10:54,079 It's been spun at the my position however 317 00:10:54,335 --> 00:10:55,615 Is that being angle 318 00:10:55,871 --> 00:10:56,383 Taured 319 00:10:57,151 --> 00:10:58,175 So how we can do 320 00:10:58,431 --> 00:11:02,527 What we can do is weekend crab the direction vector 321 00:11:02,783 --> 00:11:03,551 Between 322 00:11:03,807 --> 00:11:05,087 The enemy Anderson 323 00:11:05,599 --> 00:11:08,159 So let's say via enemy Direction 324 00:11:09,183 --> 00:11:10,207 Is equal to 325 00:11:10,463 --> 00:11:11,487 Let's grab 326 00:11:11,743 --> 00:11:12,767 Enemies 327 00:11:14,303 --> 00:11:15,583 Global position 328 00:11:16,607 --> 00:11:17,119 Miners 329 00:11:17,631 --> 00:11:18,655 Sword 330 00:11:19,423 --> 00:11:20,447 Global 331 00:11:22,239 --> 00:11:23,263 And remember 332 00:11:23,519 --> 00:11:24,543 When you're doing that 333 00:11:25,055 --> 00:11:28,127 Subtraction to get the direction between two points 334 00:11:28,383 --> 00:11:28,895 The 335 00:11:29,151 --> 00:11:31,199 Position that you want to Vector point 336 00:11:31,711 --> 00:11:32,479 Should come 337 00:11:32,735 --> 00:11:37,599 So we're basically take the enemy position at that enemy position from 338 00:11:38,111 --> 00:11:39,135 The Sword in 339 00:11:39,391 --> 00:11:42,463 Global position and then we can say sword instance 340 00:11:43,743 --> 00:11:44,511 Rotation 341 00:11:46,815 --> 00:11:47,839 Is equal to 342 00:11:48,351 --> 00:11:49,375 Enemy Direction 343 00:11:52,959 --> 00:11:56,287 So this is saying is this is same get the angle of that fact 344 00:11:56,543 --> 00:11:59,103 That represents the direction from the sword 345 00:11:59,359 --> 00:11:59,871 To the edge 346 00:12:00,383 --> 00:12:02,175 And then set the swords rotation 347 00:12:02,431 --> 00:12:04,735 This rotation is in radians 348 00:12:04,991 --> 00:12:07,807 That's fine because this duck angle Returns 349 00:12:08,063 --> 00:12:10,623 So let's go back to the game and see if that works 350 00:12:14,719 --> 00:12:16,511 And funny thing is there 351 00:12:17,023 --> 00:12:19,583 This technically works but it's not working because 352 00:12:19,839 --> 00:12:23,679 The enemy position and the sword position are exactly the same 353 00:12:23,935 --> 00:12:26,239 So one thing we can do as we can do 354 00:12:26,751 --> 00:12:30,335 Set a sword position to be in a random radius away 355 00:12:30,591 --> 00:12:31,359 From the edge 356 00:12:31,615 --> 00:12:35,967 So let's go ahead and give the sword a little bit of a random offset so we're going to say 357 00:12:36,223 --> 00:12:36,735 London 358 00:12:36,991 --> 00:12:40,063 Weather assigning global position of the sword where they say 359 00:12:40,319 --> 00:12:41,343 Sword in stone 360 00:12:41,599 --> 00:12:42,879 Dan global position 361 00:12:43,391 --> 00:12:44,159 Plus equal 362 00:12:44,671 --> 00:12:45,183 We're going 363 00:12:45,439 --> 00:12:46,207 Take a 364 00:12:46,463 --> 00:12:46,975 Right 365 00:12:47,231 --> 00:12:47,743 Vector 366 00:12:48,255 --> 00:12:49,535 We're gonna rotate 367 00:12:49,791 --> 00:12:50,303 Bye 368 00:12:50,559 --> 00:12:53,119 Something between Llandaff range 369 00:12:53,375 --> 00:12:54,655 I'm really go from 0 370 00:12:54,911 --> 00:12:55,423 2 371 00:12:56,959 --> 00:13:01,567 And this my brother will be confusing but basically remember a vector to that right 372 00:13:01,823 --> 00:13:03,615 Has a rotation of 0 373 00:13:03,871 --> 00:13:05,919 We're going to take that within a rotated 374 00:13:06,175 --> 00:13:10,015 Buy anywhere from 0 to 2pi since when radiant so this is the same as 375 00:13:10,271 --> 00:13:12,575 Randomise the rotation of this vector 376 00:13:12,831 --> 00:13:14,367 From 0 to 360 degree 377 00:13:14,879 --> 00:13:17,439 Tau is just a constant that represents to pi 378 00:13:17,695 --> 00:13:19,231 So that we don't have to write tutor 379 00:13:20,255 --> 00:13:25,887 So that's going to be our rotation and then we're going to give it some offset so we're gonna x let's safe 380 00:13:26,399 --> 00:13:27,167 So saying 381 00:13:27,423 --> 00:13:33,567 A vector that points in a random Direction so this is a unit vector that points in a random Direction X 382 00:13:33,823 --> 00:13:39,199 Pixels in so now the sword is going to spawn anywhere along a circle 383 00:13:39,455 --> 00:13:40,735 That is represented 384 00:13:40,991 --> 00:13:44,319 Buy a radius of 4 around the enemy 385 00:13:44,831 --> 00:13:45,855 Hopefully that makes sense 386 00:13:46,111 --> 00:13:49,183 But now that we've offered the global position buy it for pixels 387 00:13:49,695 --> 00:13:50,463 This Direct 388 00:13:50,975 --> 00:13:51,743 Should be 389 00:13:51,999 --> 00:13:52,511 Good 390 00:13:54,303 --> 00:13:56,351 The sword is actually rooting it 391 00:13:57,119 --> 00:13:59,935 Of course there's not enough enemies to exactly see what's going on 392 00:14:00,191 --> 00:14:02,239 I'm going to pop over to our main scene 393 00:14:02,495 --> 00:14:04,799 And duplicate the enemy again 394 00:14:05,311 --> 00:14:07,103 And then use w to move it around 395 00:14:07,359 --> 00:14:08,895 I'm going to do another one 396 00:14:09,407 --> 00:14:10,431 Duplicate another one 397 00:14:10,687 --> 00:14:12,479 Basically just put as many enemies 398 00:14:12,735 --> 00:14:13,247 You want 399 00:14:13,503 --> 00:14:14,271 In your lover 400 00:14:14,527 --> 00:14:15,551 What's going on run it now 401 00:14:15,807 --> 00:14:16,831 I'll give you a ring 402 00:14:17,087 --> 00:14:17,599 Opportune 403 00:14:17,855 --> 00:14:18,623 Play the test and 404 00:14:19,135 --> 00:14:22,975 Can you can you go to sort can actually attack multiple enemies which is good because 405 00:14:23,231 --> 00:14:24,255 Games like this 406 00:14:24,511 --> 00:14:26,047 Like vampire survivors 407 00:14:26,303 --> 00:14:27,839 And other games and leisure 408 00:14:28,095 --> 00:14:29,887 Do you have abilities that 409 00:14:30,143 --> 00:14:30,911 Hit multiple enemies 410 00:14:32,447 --> 00:14:36,543 Much more work to be done as it relates to abilities and combat 411 00:14:36,799 --> 00:14:37,311 But 412 00:14:37,567 --> 00:14:39,615 We've got the foundation in place 413 00:14:39,871 --> 00:14:41,407 For future 26575

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