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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,048 We've got the vials being delayed 2 00:00:02,304 --> 00:00:03,072 When the player 3 00:00:03,328 --> 00:00:06,656 Collides with them but we actually need to increment 4 00:00:06,912 --> 00:00:10,752 Some kind of experience number when the Vial is collect 5 00:00:11,264 --> 00:00:12,800 So we're going to get into 6 00:00:13,312 --> 00:00:13,824 Custom 7 00:00:14,080 --> 00:00:14,592 Signal 8 00:00:15,104 --> 00:00:17,408 And how we can use those for our purposes 9 00:00:17,664 --> 00:00:19,712 So there's a problem here which is that 10 00:00:19,968 --> 00:00:20,992 We need to tell 11 00:00:21,248 --> 00:00:22,272 Some other note 12 00:00:22,528 --> 00:00:24,320 That an experienced file has been 13 00:00:24,832 --> 00:00:26,624 Was that very clear how were go 14 00:00:26,880 --> 00:00:27,392 To do that 15 00:00:27,648 --> 00:00:30,720 Well we are going to have is we're going to have an upgrade manager now 16 00:00:30,976 --> 00:00:33,024 That will keep track of the current 17 00:00:33,280 --> 00:00:34,304 Experience number 18 00:00:34,560 --> 00:00:35,072 And then 19 00:00:35,328 --> 00:00:36,608 Trigger the 20 00:00:36,864 --> 00:00:37,376 Opera 21 00:00:37,888 --> 00:00:38,656 When 22 00:00:39,168 --> 00:00:40,448 And perhaps we'll call it 23 00:00:40,704 --> 00:00:41,216 Experience 24 00:00:41,728 --> 00:00:44,288 So let's go ahead and do that first before we get into the 25 00:00:44,544 --> 00:00:45,056 Signals 26 00:00:45,312 --> 00:00:46,336 So I control an 27 00:00:46,592 --> 00:00:48,640 We're going to add a type of others 28 00:00:48,896 --> 00:00:50,688 And use the root note 29 00:00:50,944 --> 00:00:51,712 Call this 30 00:00:51,968 --> 00:00:53,248 Experience manager 31 00:00:54,272 --> 00:00:55,296 Go ahead and save that 32 00:00:55,552 --> 00:00:56,320 Into 33 00:00:56,832 --> 00:00:58,112 Res scenes 34 00:00:59,136 --> 00:00:59,904 Manager 35 00:01:00,123 --> 00:01:02,491 Subtitled by online-courses.club We compress knowledge for you! 36 00:01:02,492 --> 00:01:01,440 Garden saving in there 37 00:01:01,696 --> 00:01:04,768 Perfect let's go and put that experience manager in our mate 38 00:01:05,280 --> 00:01:08,352 Kia Soul right click main instantiated child no 39 00:01:08,608 --> 00:01:09,632 Experience manager 40 00:01:09,888 --> 00:01:12,192 Going to drag that up with the other managers 41 00:01:12,448 --> 00:01:12,960 Perfect 42 00:01:13,216 --> 00:01:15,776 Go back to our experience manager and what artists 43 00:01:16,288 --> 00:01:17,568 So click on the Script 44 00:01:18,080 --> 00:01:19,360 And and default settings are ok 45 00:01:19,872 --> 00:01:21,152 What's create a variable 46 00:01:21,408 --> 00:01:22,176 The top 1 47 00:01:22,432 --> 00:01:22,944 Variable 48 00:01:23,200 --> 00:01:25,248 Current underscore experience 49 00:01:25,760 --> 00:01:26,784 Is equal to 0 50 00:01:27,552 --> 00:01:29,600 And let's clear out these functions 51 00:01:30,112 --> 00:01:31,904 Every creator own function 52 00:01:32,416 --> 00:01:33,184 Increment 53 00:01:33,440 --> 00:01:34,464 Experience 54 00:01:35,232 --> 00:01:38,560 And will pass in a numbers in arguments or number 55 00:01:39,072 --> 00:01:40,096 Type is a float 56 00:01:40,352 --> 00:01:41,120 Cornet 57 00:01:41,632 --> 00:01:43,168 And then we can say current 58 00:01:43,424 --> 00:01:44,448 Plus equals 59 00:01:44,960 --> 00:01:45,472 Number 60 00:01:46,240 --> 00:01:50,848 This is a very simple thing very simple function that we can use to implement our 61 00:01:51,104 --> 00:01:52,128 Current Xperia 62 00:01:52,640 --> 00:01:55,200 Now we are going to want to enhance this with 63 00:01:55,456 --> 00:01:58,528 Some kind of detection of whether we've hit the next level 64 00:01:59,040 --> 00:01:59,808 Have an upgrade 65 00:02:00,064 --> 00:02:01,088 That's the comely 66 00:02:01,344 --> 00:02:02,880 But for now let's go ahead and 67 00:02:03,136 --> 00:02:03,648 Print 68 00:02:04,160 --> 00:02:05,952 Current experience and what that will do 69 00:02:06,464 --> 00:02:06,976 Print 70 00:02:07,232 --> 00:02:08,000 The Xperia 71 00:02:08,256 --> 00:02:08,768 The value 72 00:02:09,280 --> 00:02:10,048 To the 73 00:02:11,072 --> 00:02:11,584 Cancel 74 00:02:11,840 --> 00:02:12,864 Of course the problem 75 00:02:13,376 --> 00:02:14,400 Hardwick Hall Inn 76 00:02:14,656 --> 00:02:15,168 Experian 77 00:02:15,424 --> 00:02:16,704 There's another ways we can do 78 00:02:16,960 --> 00:02:21,056 We could if we wanted to add the experience manager to our own 79 00:02:21,568 --> 00:02:22,080 Group 80 00:02:22,336 --> 00:02:22,848 And then 81 00:02:23,104 --> 00:02:23,616 Detected 82 00:02:23,872 --> 00:02:24,896 From the Vine 83 00:02:25,152 --> 00:02:26,432 I think I better way to die 84 00:02:26,688 --> 00:02:28,480 Is to use a global 85 00:02:28,736 --> 00:02:29,248 Event 86 00:02:29,760 --> 00:02:30,272 Singleton 87 00:02:30,528 --> 00:02:33,088 So this global event Singleton networking to create 88 00:02:33,344 --> 00:02:34,112 Well have 89 00:02:34,368 --> 00:02:35,136 Away 90 00:02:35,392 --> 00:02:36,416 For the 91 00:02:36,672 --> 00:02:37,440 Vials 92 00:02:37,696 --> 00:02:38,720 To call 93 00:02:38,976 --> 00:02:41,792 Sum function that notifies the rest of the game 94 00:02:42,048 --> 00:02:43,584 That a vile has been 95 00:02:44,096 --> 00:02:45,632 So let's go back to a 2D view 96 00:02:45,888 --> 00:02:48,192 Hit ctrl n on the keyboard 97 00:02:48,448 --> 00:02:50,496 And then we're going to create another note of 98 00:02:50,752 --> 00:02:51,264 Snow time 99 00:02:51,520 --> 00:02:52,288 Call this 100 00:02:52,800 --> 00:02:54,080 Game events 101 00:02:55,616 --> 00:02:57,152 Let's go and save it 102 00:02:57,408 --> 00:03:00,480 Case were going to create a new folder and we're going to call it autoload 103 00:03:01,504 --> 00:03:05,856 Create a new folder in your seems Drive called auto load and save game events in there 104 00:03:06,112 --> 00:03:07,392 I know what's going on artist 105 00:03:08,672 --> 00:03:09,696 Default settings 106 00:03:10,208 --> 00:03:12,256 So it's clear out all of these methods you 107 00:03:12,768 --> 00:03:15,584 And the first thing I'm going to do is we're going to write underneath 108 00:03:15,840 --> 00:03:16,608 Extend node 109 00:03:16,864 --> 00:03:17,632 Classroom 110 00:03:18,656 --> 00:03:19,168 Game 111 00:03:19,424 --> 00:03:21,472 Events first let's talk about 112 00:03:21,728 --> 00:03:22,240 Psalm 113 00:03:22,496 --> 00:03:23,776 Methods that were going to 114 00:03:24,288 --> 00:03:25,056 So what's going on 115 00:03:25,824 --> 00:03:26,592 Let's create a funk 116 00:03:27,104 --> 00:03:28,896 And we're going to school this in May 117 00:03:29,664 --> 00:03:30,176 Vile 118 00:03:30,688 --> 00:03:31,200 Collect 119 00:03:31,456 --> 00:03:33,504 Let's go experience van 120 00:03:34,528 --> 00:03:35,296 Soham 121 00:03:35,552 --> 00:03:36,832 Experience while collecting 122 00:03:37,088 --> 00:03:38,624 Let's passing.on number 123 00:03:38,880 --> 00:03:39,904 Tight as a flu 124 00:03:40,928 --> 00:03:41,696 Have a colon at the 125 00:03:41,952 --> 00:03:43,232 As usual with funk 126 00:03:43,744 --> 00:03:44,512 And what were 127 00:03:44,768 --> 00:03:48,096 Do is we need to admit our own custom 128 00:03:48,352 --> 00:03:53,216 Remember how are using signals throughout the apple using the time out to detect when a timer is done 129 00:03:53,472 --> 00:03:55,008 Reusing area entered 130 00:03:55,264 --> 00:03:59,104 Collect area 2D collisions well we can create our own signal 131 00:03:59,360 --> 00:04:00,384 To notify 132 00:04:00,640 --> 00:04:02,944 When our own game event 133 00:04:03,200 --> 00:04:03,968 Have had 134 00:04:04,736 --> 00:04:07,296 And this doesn't need to go through a Singleton 135 00:04:07,552 --> 00:04:09,344 Auto mode like we're creator 136 00:04:09,600 --> 00:04:12,160 It can be used in any context that you want 137 00:04:12,672 --> 00:04:16,000 It's the way that we define a custom signal is at the top of Arthur 138 00:04:16,256 --> 00:04:19,071 What I'm going to do is use the signal keeper 139 00:04:19,327 --> 00:04:23,935 And this is going to be called experience underscore Vale under 140 00:04:24,191 --> 00:04:24,703 Collection 141 00:04:24,959 --> 00:04:26,495 And then we're going to pass out 142 00:04:26,751 --> 00:04:27,775 The number 143 00:04:29,055 --> 00:04:31,359 Is a flow cell noticed that this takes the 144 00:04:31,871 --> 00:04:32,383 4 145 00:04:33,407 --> 00:04:34,687 Someone looking like 146 00:04:34,943 --> 00:04:35,455 Of function 147 00:04:36,223 --> 00:04:38,783 I'm not going the right pass in here in the 148 00:04:39,039 --> 00:04:39,551 Experience 149 00:04:39,807 --> 00:04:41,087 A real quick just to get rid of it 150 00:04:41,343 --> 00:04:45,695 So now if I go over to my game events and note here in the sea 151 00:04:45,951 --> 00:04:46,463 Dark 152 00:04:46,719 --> 00:04:51,327 And I got a note you can see now that I can actually see that my custom signal is here 153 00:04:51,583 --> 00:04:52,607 Experienced by alkali 154 00:04:52,863 --> 00:04:53,375 It was number 155 00:04:53,631 --> 00:04:54,655 As a very 156 00:04:55,167 --> 00:05:01,311 In order for the signal to notify anything it's listening to it we need to know what 157 00:05:01,567 --> 00:05:02,335 Are you doing this function 158 00:05:02,591 --> 00:05:03,871 Is we're going to say 159 00:05:04,127 --> 00:05:05,919 Get rid of the Passover just going to say 160 00:05:06,175 --> 00:05:06,687 Experience 161 00:05:07,199 --> 00:05:08,991 Bile collector.net 162 00:05:09,247 --> 00:05:11,039 And then we're going to pass in that number 163 00:05:12,063 --> 00:05:14,879 Search going to admit our signal for anything that's listening to 164 00:05:15,135 --> 00:05:16,159 Before we go 165 00:05:16,671 --> 00:05:18,207 Go heading to Project 166 00:05:18,463 --> 00:05:19,231 Products 167 00:05:19,743 --> 00:05:21,279 Go to the ardilaun hotel 168 00:05:21,535 --> 00:05:22,559 And we're going to add 169 00:05:22,815 --> 00:05:25,119 Using this folder button right here 170 00:05:25,375 --> 00:05:27,935 Add our game events coming to steam 171 00:05:28,191 --> 00:05:28,959 Download 172 00:05:29,215 --> 00:05:32,799 And then attach game events make sure you attached the dad TSC 173 00:05:33,311 --> 00:05:35,103 It does work with GED files 174 00:05:35,359 --> 00:05:38,687 We want to use the scene just in case we make any further 175 00:05:38,943 --> 00:05:39,455 The game 176 00:05:39,711 --> 00:05:40,223 Seeing 177 00:05:40,479 --> 00:05:42,271 We don't want it referencing the Script 178 00:05:42,527 --> 00:05:44,575 So use.to see and hear 179 00:05:46,879 --> 00:05:51,231 And it looks like we actually don't need this class names are going to remove the class name 180 00:05:51,487 --> 00:05:53,023 From that game events right 181 00:05:53,279 --> 00:05:56,607 And then let's go back to a project project settings autoload 182 00:05:57,631 --> 00:05:59,679 Go ahead and load it back up and click 183 00:05:59,935 --> 00:06:03,519 Ok so we don't need a class name because it's automatically going to register 184 00:06:03,775 --> 00:06:05,567 The game events as a global 185 00:06:06,079 --> 00:06:06,591 Script 186 00:06:06,847 --> 00:06:08,127 So we don't need to do that are 187 00:06:08,639 --> 00:06:11,455 So we got a game event and what another does is essentially 188 00:06:11,711 --> 00:06:13,247 It puts them now 189 00:06:13,503 --> 00:06:14,527 That you've specified 190 00:06:14,783 --> 00:06:18,623 In the same tree at all times the moment the game start 191 00:06:18,879 --> 00:06:19,903 So this is essential 192 00:06:20,159 --> 00:06:23,231 Something that will always be available in your game 193 00:06:23,487 --> 00:06:25,279 Unless you manually free 194 00:06:25,535 --> 00:06:28,095 So it doesn't matter if you're changing scenes it doesn't matter 195 00:06:28,351 --> 00:06:29,375 What's happening in the game 196 00:06:29,631 --> 00:06:32,703 As long as you are not specifically freeing this note 197 00:06:32,959 --> 00:06:33,983 It will exist all 198 00:06:34,239 --> 00:06:36,543 What's really good for things like singletons 199 00:06:36,799 --> 00:06:37,823 Another global 200 00:06:38,591 --> 00:06:40,639 It's a hard going to connect to this game of 201 00:06:41,151 --> 00:06:44,735 Signal what we can do as we can go back over to experience manager see 202 00:06:45,247 --> 00:06:47,039 Click on back over to the inspector 203 00:06:47,295 --> 00:06:48,319 Just sorry things and can't 204 00:06:48,831 --> 00:06:50,367 Let's go ahead and open up the Script 205 00:06:50,623 --> 00:06:51,647 Clicking on the Script 206 00:06:52,159 --> 00:06:53,951 And we've got our internet experience 207 00:06:54,207 --> 00:06:54,719 Function 208 00:06:55,231 --> 00:06:57,791 So what we can do is let override the ready method 209 00:06:58,559 --> 00:07:00,095 Funk underscore 210 00:07:00,351 --> 00:07:03,167 On ready what we're going to do is ringing to say game even 211 00:07:05,215 --> 00:07:08,799 Experienced by are collected dad connect Sonos how we are connect 212 00:07:09,311 --> 00:07:11,103 To the experience file collect 213 00:07:11,359 --> 00:07:12,127 Jamie 214 00:07:12,383 --> 00:07:15,199 Or game signal ourselves in this 215 00:07:15,711 --> 00:07:18,783 Ready method just like we were doing with time out in area 216 00:07:19,807 --> 00:07:22,623 I'm going to write on experience 217 00:07:23,135 --> 00:07:24,927 My shrink this so that it all looks good 218 00:07:25,183 --> 00:07:26,719 On experience Vale 219 00:07:26,975 --> 00:07:27,487 Collecting 220 00:07:28,511 --> 00:07:29,535 And then we can hear 221 00:07:29,791 --> 00:07:31,583 Write that function on Xperia 222 00:07:34,399 --> 00:07:36,447 And don't forget we're getting the number 223 00:07:36,703 --> 00:07:37,983 As a float in here 224 00:07:39,007 --> 00:07:41,823 And all we can do is just call increment experience 225 00:07:43,103 --> 00:07:44,639 Now we could move 226 00:07:44,895 --> 00:07:47,455 This cold here just into here one and two 227 00:07:47,967 --> 00:07:50,527 But the reason I don't is because I like to have 228 00:07:50,783 --> 00:07:52,575 My signal handlers 229 00:07:52,831 --> 00:07:56,159 As distinctive functions from anything else that might be called 230 00:07:56,415 --> 00:07:59,487 It's feasible to assume that I can call increment Xperia 231 00:07:59,743 --> 00:08:01,023 From elsewhere 232 00:08:01,279 --> 00:08:02,047 In the app 233 00:08:02,303 --> 00:08:04,351 Write in so in that case I wouldn't make sense 234 00:08:04,607 --> 00:08:05,119 To call this 235 00:08:05,631 --> 00:08:07,935 This method is reserved for handling the 236 00:08:08,191 --> 00:08:08,959 Signalling 237 00:08:09,471 --> 00:08:12,031 So now with connecting to that experience while collecting 238 00:08:12,287 --> 00:08:15,103 The final piece of the equation is to Amit 239 00:08:15,359 --> 00:08:16,127 Right so 240 00:08:16,383 --> 00:08:21,503 We're all connected up but as of right now nothing is telling the game vents to admit that 241 00:08:22,015 --> 00:08:23,807 Going to hit ctrl shift 242 00:08:24,063 --> 00:08:25,855 Open up the experience vinyl 243 00:08:26,879 --> 00:08:28,927 Inside an open up the experience file script 244 00:08:29,183 --> 00:08:29,951 Skip the button 245 00:08:30,207 --> 00:08:36,351 On area entered where curlicue fringer but before eq3 let's go ahead and do game event 246 00:08:36,607 --> 00:08:37,119 Dart 247 00:08:38,399 --> 00:08:41,215 Experienced by all collected and will just pass one for now 248 00:08:41,727 --> 00:08:43,263 Solicitor telling the game events 249 00:08:43,519 --> 00:08:45,055 Go ahead animated signal 250 00:08:45,311 --> 00:08:47,103 With the value of 1 251 00:08:47,359 --> 00:08:48,639 Because that's how much work 252 00:08:48,895 --> 00:08:49,663 Going to add to the experience 253 00:08:49,919 --> 00:08:50,431 Counter 254 00:08:50,687 --> 00:08:55,039 Everything work correctly we should be able to see in our output when we Run the game 255 00:08:55,295 --> 00:08:57,855 That the number is gradually increasing 256 00:08:58,111 --> 00:08:59,647 As we run around and 257 00:09:00,159 --> 00:09:00,927 These vile 258 00:09:03,231 --> 00:09:03,743 I like it 259 00:09:03,999 --> 00:09:05,535 I've got 1 2 3 4 5 6 260 00:09:05,791 --> 00:09:07,583 So now we've got a number 261 00:09:07,839 --> 00:09:09,631 For experience it's being tracked 262 00:09:09,887 --> 00:09:11,167 That flowing through 263 00:09:11,423 --> 00:09:12,191 A game of 264 00:09:12,447 --> 00:09:13,727 System which we will 265 00:09:13,983 --> 00:09:15,775 Probably be extending into the future 266 00:09:16,031 --> 00:09:18,079 And that's basically how we can use 267 00:09:18,335 --> 00:09:19,359 Kustom signals 268 00:09:19,615 --> 00:09:20,639 To handle 269 00:09:20,895 --> 00:09:21,663 Different event 270 00:09:21,919 --> 00:09:22,943 Throughout the game 17250

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