All language subtitles for 18. Creating a Health Component

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,072 We've got viles in place and we've got 2 00:00:03,328 --> 00:00:07,168 Experience being counted based on the files that you've picked up 3 00:00:07,424 --> 00:00:11,008 Missing is the ability of the enemies to drop The Voice 4 00:00:11,520 --> 00:00:15,616 And so we're going to do that and we're going to do that in a manner 5 00:00:15,872 --> 00:00:17,408 That allows us to 6 00:00:17,664 --> 00:00:20,224 Easily added functionality to future and 7 00:00:20,736 --> 00:00:22,528 That we might add to our game 8 00:00:22,784 --> 00:00:24,832 And so what we're going to be doing this for going to you 9 00:00:25,088 --> 00:00:26,624 A technique known as 10 00:00:26,880 --> 00:00:27,648 Composition 11 00:00:28,160 --> 00:00:32,512 Composition is essentially what we've been doing with the native good all 12 00:00:33,024 --> 00:00:34,304 We take us 13 00:00:34,560 --> 00:00:37,376 Of a bunch of different types of nose 14 00:00:37,632 --> 00:00:39,168 So for instance if I go to my place 15 00:00:39,680 --> 00:00:41,728 We have a bunch of different types of notes 16 00:00:42,496 --> 00:00:44,288 And all of these notes 17 00:00:44,800 --> 00:00:47,104 I have distinct functionality 18 00:00:47,360 --> 00:00:48,384 What together 19 00:00:48,640 --> 00:00:49,920 They composed 20 00:00:50,432 --> 00:00:51,200 The player 21 00:00:52,480 --> 00:00:54,784 And so we're going to be doing something similar 22 00:00:55,552 --> 00:00:58,112 With our own notes and what we're going to do 23 00:00:58,368 --> 00:00:59,136 Is were going 24 00:00:59,392 --> 00:00:59,904 Create a 25 00:01:00,123 --> 00:01:02,363 Subtitled by online-courses.club We compress knowledge for you! 26 00:01:02,364 --> 00:01:01,696 Vial drop composed 27 00:01:02,208 --> 00:01:05,280 And the vile drug component will be able to listen for 28 00:01:05,536 --> 00:01:06,560 When the anime dies 29 00:01:06,816 --> 00:01:08,352 And then spawn a Vial at 30 00:01:09,632 --> 00:01:10,912 If a certain 31 00:01:11,168 --> 00:01:11,936 Threshold is met 32 00:01:12,192 --> 00:01:15,008 But before we do that we want to implement 33 00:01:15,264 --> 00:01:16,800 Health component first 34 00:01:17,056 --> 00:01:18,848 Set the volume drop comp 35 00:01:19,104 --> 00:01:19,616 You can listen for 36 00:01:19,872 --> 00:01:23,968 So let's go out and create a health component and that will allow us to create 37 00:01:24,224 --> 00:01:26,016 The concept of health as well 38 00:01:26,528 --> 00:01:28,576 So let's create a new note control 39 00:01:29,088 --> 00:01:30,112 Click on other node 40 00:01:30,368 --> 00:01:32,160 Make this note a 41 00:01:32,416 --> 00:01:33,440 Play Oldham 42 00:01:33,696 --> 00:01:34,976 Let's call this health 43 00:01:35,232 --> 00:01:35,744 Component 44 00:01:38,304 --> 00:01:38,816 What's 8 45 00:01:39,328 --> 00:01:42,400 Save it into seems and then let's create a new folder 46 00:01:42,656 --> 00:01:43,680 Call the component 47 00:01:44,704 --> 00:01:45,472 And let's see 48 00:01:45,728 --> 00:01:47,520 The health component in there 49 00:01:47,776 --> 00:01:49,056 Search go ahead in Addiscombe 50 00:01:49,312 --> 00:01:51,616 And the default settings are 51 00:01:52,128 --> 00:01:54,432 I'm going to add an export variable at the top 52 00:01:54,944 --> 00:01:55,968 At export 53 00:01:56,480 --> 00:01:56,992 Bar 54 00:01:57,248 --> 00:01:59,296 Max underscore health 55 00:02:01,600 --> 00:02:05,184 And we can just said it we can initialise it to something like 56 00:02:05,696 --> 00:02:09,280 So now you can see that our health component has a Max health property 57 00:02:09,536 --> 00:02:11,072 That we can add it through the inspect 58 00:02:11,840 --> 00:02:14,912 Ok so what kind of functionality does a health component 59 00:02:15,424 --> 00:02:19,008 Really clear out of these functions and we're going to write a new function 60 00:02:19,520 --> 00:02:20,032 Funk 61 00:02:20,288 --> 00:02:20,800 Damage 62 00:02:21,056 --> 00:02:25,408 And then we're going to take a damage parameter which is going to be a Flo 63 00:02:26,688 --> 00:02:28,224 And we need to subtract 64 00:02:28,480 --> 00:02:29,504 The current health 65 00:02:29,760 --> 00:02:31,296 Based on the damage that's coming 66 00:02:31,808 --> 00:02:33,344 So let's just right past 67 00:02:33,856 --> 00:02:35,136 An up blow 68 00:02:35,648 --> 00:02:37,696 The max health export variable 69 00:02:37,952 --> 00:02:40,512 Let's do another variable called current 70 00:02:41,280 --> 00:02:44,864 Can we actually do need that ready method so let's go ahead and and that ready 71 00:02:45,120 --> 00:02:45,632 The back in 72 00:02:46,144 --> 00:02:46,656 So far 73 00:02:47,168 --> 00:02:48,192 Underscore Reading 74 00:02:48,448 --> 00:02:51,776 Really just say current health is equal to Max health 75 00:02:52,544 --> 00:02:53,312 Henry 76 00:02:54,336 --> 00:02:55,104 Perfect 77 00:02:55,360 --> 00:02:56,640 So when we damage 78 00:02:56,896 --> 00:02:57,920 The Entity 79 00:02:58,176 --> 00:02:58,944 We need to 80 00:02:59,200 --> 00:02:59,968 Current health 81 00:03:00,224 --> 00:03:02,528 And subtract with Myers 82 00:03:02,784 --> 00:03:03,296 The damage 83 00:03:03,552 --> 00:03:04,064 Now 84 00:03:04,320 --> 00:03:06,880 We actually don't want to help to be negative 85 00:03:07,392 --> 00:03:09,952 A more appropriate way to do this 86 00:03:10,208 --> 00:03:11,744 Might be something like 87 00:03:12,256 --> 00:03:13,024 Current 88 00:03:14,048 --> 00:03:14,560 Equal 89 00:03:15,328 --> 00:03:15,840 Max 90 00:03:17,120 --> 00:03:17,632 Current health 91 00:03:17,888 --> 00:03:18,912 -10 92 00:03:19,424 --> 00:03:20,192 And 0 93 00:03:20,448 --> 00:03:22,752 So Max takes the maximum 94 00:03:23,008 --> 00:03:25,056 Value of the two supplies 95 00:03:25,568 --> 00:03:28,896 And this case if we ever end up with a negative 96 00:03:30,176 --> 00:03:30,944 When we take 97 00:03:31,200 --> 00:03:33,504 The damage being passed in away from the current 98 00:03:34,016 --> 00:03:35,552 The maximum value becomes zero 99 00:03:36,064 --> 00:03:39,904 This is essentially in forcing that we never dropped below 0 for a curry 100 00:03:40,416 --> 00:03:41,952 Then we can do as we can 101 00:03:42,208 --> 00:03:42,720 F 102 00:03:42,976 --> 00:03:43,744 Current health 103 00:03:44,000 --> 00:03:45,024 Is equal to Z 104 00:03:45,536 --> 00:03:46,304 Then what we need to 105 00:03:46,816 --> 00:03:47,584 We need to die 106 00:03:47,840 --> 00:03:48,352 However 107 00:03:48,864 --> 00:03:50,656 We don't really have anything 108 00:03:50,912 --> 00:03:51,936 Hear that control 109 00:03:52,192 --> 00:03:57,312 The death so what we're going to do is we're going to create a custom signal above the export variable 110 00:03:57,568 --> 00:03:58,336 So signal 111 00:03:58,592 --> 00:03:59,104 Dad 112 00:03:59,360 --> 00:04:01,152 And then when our current health equals 113 00:04:01,408 --> 00:04:02,688 What we can do as we can do 114 00:04:02,944 --> 00:04:04,224 Died 115 00:04:04,736 --> 00:04:09,600 Just like some so again this is just going to notify anything at listening that we've died 116 00:04:10,368 --> 00:04:11,648 And you talking to 117 00:04:11,904 --> 00:04:13,184 We're going to use 118 00:04:13,696 --> 00:04:14,720 Start q 119 00:04:15,744 --> 00:04:16,768 So what is this 120 00:04:17,280 --> 00:04:18,047 It's a little bit 121 00:04:18,303 --> 00:04:19,327 Tricky to explain 122 00:04:19,839 --> 00:04:21,631 Owner is the note 123 00:04:21,887 --> 00:04:23,679 That constitutes the route 124 00:04:23,935 --> 00:04:26,495 Are the scene that this notice 125 00:04:27,263 --> 00:04:27,775 So 126 00:04:28,031 --> 00:04:31,103 In this scene in my help component seen my owner is Noor 127 00:04:31,359 --> 00:04:32,383 My owner is no 128 00:04:32,639 --> 00:04:36,479 Why because there's health component is the root of it scene 129 00:04:36,735 --> 00:04:39,295 So it doesn't have an owner there's nothing at all 130 00:04:39,551 --> 00:04:43,135 If I were to add what's a Sprite 2D as a child 131 00:04:43,391 --> 00:04:44,159 This spray 132 00:04:44,415 --> 00:04:45,439 2DS owner 133 00:04:45,695 --> 00:04:46,463 Is the help 134 00:04:47,231 --> 00:04:47,743 Right 135 00:04:48,255 --> 00:04:49,279 Let's take a look at it 136 00:04:49,791 --> 00:04:50,303 My player 137 00:04:50,559 --> 00:04:52,351 Buy players area2d 138 00:04:52,607 --> 00:04:54,143 Has an owner that is equal to 139 00:04:54,655 --> 00:04:55,423 The player 140 00:04:55,679 --> 00:04:56,703 Does not have an hour 141 00:04:57,471 --> 00:05:01,823 So when we go to a basic enemy so I'm going to control shift go and open up the basic anyway 142 00:05:02,335 --> 00:05:03,615 When I instantiated 143 00:05:04,127 --> 00:05:08,223 The health component which you should do this as well so go ahead and stay and she a health camp 144 00:05:08,479 --> 00:05:09,503 Space Academy 145 00:05:09,759 --> 00:05:11,295 With ctrl shift a 146 00:05:11,551 --> 00:05:12,319 Lights on 147 00:05:12,575 --> 00:05:14,367 This health component now has an owner 148 00:05:14,623 --> 00:05:15,391 What is basically 149 00:05:15,647 --> 00:05:17,183 So we'll look at that script 150 00:05:17,695 --> 00:05:20,255 What is doing moana Q3 151 00:05:20,767 --> 00:05:22,047 Ordered IQ free 152 00:05:22,303 --> 00:05:22,815 Breeze 153 00:05:23,071 --> 00:05:23,839 The scene 154 00:05:24,095 --> 00:05:25,119 But this helps 155 00:05:25,375 --> 00:05:25,887 Belong 156 00:05:26,399 --> 00:05:28,959 That will probably move this at some point 157 00:05:29,471 --> 00:05:30,239 Out of this 158 00:05:30,495 --> 00:05:33,311 Will it make sense for an hour to put this functionality in the 159 00:05:33,567 --> 00:05:34,079 Component 160 00:05:34,591 --> 00:05:39,455 So let's go to a basic anime Script so open up the basic anime scene and click on the Script icon 161 00:05:39,711 --> 00:05:41,759 So we have this on area enter 162 00:05:42,271 --> 00:05:45,855 Instead of calling q-free we actually went to apply damage to the 163 00:05:46,623 --> 00:05:50,975 So let's go up blower max speed and Let's Get It On red 164 00:05:51,487 --> 00:05:52,255 Reference 165 00:05:52,767 --> 00:05:54,303 To the health care 166 00:05:55,583 --> 00:05:57,375 So I'm ready for health compare 167 00:05:57,887 --> 00:05:59,167 Is equal to dollar sign 168 00:06:00,959 --> 00:06:04,799 And what we can do if we can go to your health component script again 169 00:06:05,055 --> 00:06:07,103 And underneath the note we can write 170 00:06:07,359 --> 00:06:08,895 Class underscore name 171 00:06:09,407 --> 00:06:09,919 Health 172 00:06:10,431 --> 00:06:10,943 Combine 173 00:06:11,967 --> 00:06:13,759 And this will allow us to cast 174 00:06:14,015 --> 00:06:15,295 Things to the health 175 00:06:15,551 --> 00:06:16,063 Component 176 00:06:16,319 --> 00:06:19,647 Type which will give us the Intelligence we need 177 00:06:19,903 --> 00:06:21,695 Order code suggestions we 178 00:06:21,951 --> 00:06:24,255 2 for example use damage ankle 179 00:06:24,511 --> 00:06:25,279 To the Dead Sea 180 00:06:26,047 --> 00:06:28,351 Go back to my basic enemies 181 00:06:28,863 --> 00:06:31,423 And I'm going to type this health component as a type of 182 00:06:31,679 --> 00:06:32,447 Health compare 183 00:06:32,959 --> 00:06:37,311 Perfect and so now in the area entered I'm just going to do something very 184 00:06:37,823 --> 00:06:38,591 Health 185 00:06:38,847 --> 00:06:39,359 Start 186 00:06:39,615 --> 00:06:40,127 Damage 187 00:06:43,711 --> 00:06:45,759 And let's just go ahead and put 100 in 188 00:06:46,271 --> 00:06:50,623 Remove the Q3 from the basic anime and using the health component 189 00:06:51,903 --> 00:06:53,951 No obviously we're not getting any damage 190 00:06:54,207 --> 00:06:54,719 From 191 00:06:55,231 --> 00:06:55,743 The other 192 00:06:55,999 --> 00:06:56,511 Area 193 00:06:56,767 --> 00:06:57,535 And that's fine 194 00:06:57,791 --> 00:07:01,119 We won't work on abilities transferring damage in 195 00:07:01,375 --> 00:07:01,887 Future 196 00:07:02,399 --> 00:07:05,471 Ok so we should basically see no functional chair 197 00:07:05,983 --> 00:07:07,007 When we're on the 198 00:07:07,263 --> 00:07:08,031 So what's going on 199 00:07:09,567 --> 00:07:12,895 Ok so the sword appears and Still Kill 200 00:07:13,407 --> 00:07:13,919 The rat 201 00:07:14,687 --> 00:07:16,223 Ok so that's looking great 202 00:07:16,479 --> 00:07:19,551 Warning me about the local function parameter 203 00:07:19,807 --> 00:07:21,343 Damage shadowing and 204 00:07:22,623 --> 00:07:23,903 The problem is that I have 205 00:07:24,159 --> 00:07:27,743 A function called damage and the parameter is called damage as well 206 00:07:28,255 --> 00:07:33,119 And that can be a problem because if I were a cold damage again in this function 207 00:07:33,631 --> 00:07:36,703 It might be ambiguous as to what I'm afraid 208 00:07:37,215 --> 00:07:40,543 So I'm going to do instead as I'm going to rename this damage 209 00:07:40,799 --> 00:07:43,871 Parameter to damage amount so if you highlight this damage 210 00:07:44,127 --> 00:07:45,663 And then press control d 211 00:07:45,919 --> 00:07:48,223 That will highlight the second instance of damage that 212 00:07:48,479 --> 00:07:51,039 Using here that I was going to write damage underscore 213 00:07:52,319 --> 00:07:53,343 And that should be just 214 00:07:54,111 --> 00:07:56,159 Ok so we've got the health component can figure 215 00:07:56,415 --> 00:08:01,279 And obviously we can go to our enemy here and we can change the amount of health 216 00:08:01,535 --> 00:08:03,839 That the enemy has just threw the editor here 217 00:08:04,095 --> 00:08:04,863 Incel 218 00:08:05,119 --> 00:08:06,399 Windows health component build 219 00:08:06,655 --> 00:08:11,007 We can now add this health component to any entity we want to have 220 00:08:11,263 --> 00:08:13,311 And it becomes a nice reusable 221 00:08:13,567 --> 00:08:14,335 Piece of coal 222 00:08:14,847 --> 00:08:15,871 This is composite 223 00:08:16,127 --> 00:08:17,663 We're going to use this whole component 224 00:08:17,919 --> 00:08:18,943 All over the place 225 00:08:19,199 --> 00:08:20,479 Broad kinds of purpose 226 00:08:20,735 --> 00:08:23,551 And we don't need to keep writing the same code over now 227 00:08:24,063 --> 00:08:28,159 So what the hell come on built let's ride a vile drop components 228 00:08:28,415 --> 00:08:29,695 Let's head control m 229 00:08:30,719 --> 00:08:33,023 Same deal make this a 230 00:08:33,791 --> 00:08:34,815 Basic notes 231 00:08:35,327 --> 00:08:36,351 Cotton voile 232 00:08:36,607 --> 00:08:37,119 Drop 233 00:08:37,375 --> 00:08:37,887 Compound 234 00:08:38,399 --> 00:08:39,679 So let's go ahead and save 235 00:08:39,935 --> 00:08:42,495 And I just can't Vale drop and it will put it right next to the 236 00:08:44,543 --> 00:08:45,823 Let's go ahead and Addiscombe 237 00:08:46,847 --> 00:08:48,639 What we're going to do this time 238 00:08:49,151 --> 00:08:50,687 Is we're going to 239 00:08:50,943 --> 00:08:52,479 We're going to turn off the 10 240 00:08:52,991 --> 00:08:56,831 So we don't want to have the ready method and process method to find first anymore 241 00:08:57,087 --> 00:09:00,159 We have a good grasp of scripting sword just going to cry 242 00:09:00,415 --> 00:09:02,719 Andover going to get is the extend no 243 00:09:02,975 --> 00:09:03,487 Witches 244 00:09:03,743 --> 00:09:04,255 Perfectly 245 00:09:04,767 --> 00:09:10,911 The veiled wrap component what do we need well we need a reference to the vile seem so 246 00:09:11,167 --> 00:09:12,703 Go ahead and right at export 247 00:09:13,727 --> 00:09:14,239 Via 248 00:09:14,751 --> 00:09:16,031 Underscores theme 249 00:09:16,543 --> 00:09:17,567 That's going to be of time 250 00:09:17,823 --> 00:09:18,591 Vaccine 251 00:09:19,359 --> 00:09:21,663 Let's override the ready function 252 00:09:21,919 --> 00:09:23,967 And what are we going to do in this 253 00:09:24,223 --> 00:09:24,735 Function 254 00:09:24,991 --> 00:09:26,783 Well we actually need a reference 255 00:09:27,039 --> 00:09:27,807 To the health camp 256 00:09:28,063 --> 00:09:28,831 As well 257 00:09:29,087 --> 00:09:32,927 Solicitors Right pass in our ready method here 258 00:09:33,183 --> 00:09:34,463 Just read it doesn't error 259 00:09:35,231 --> 00:09:37,023 What's create another export variable 260 00:09:37,535 --> 00:09:38,559 I'm going to create 261 00:09:38,815 --> 00:09:40,095 Health composed 262 00:09:40,863 --> 00:09:41,375 No 263 00:09:41,631 --> 00:09:42,399 Just like so 264 00:09:42,655 --> 00:09:44,447 So what that's going to do is that going to Louth 265 00:09:44,703 --> 00:09:45,215 Supply 266 00:09:45,471 --> 00:09:47,775 The health component path in the edge 267 00:09:48,287 --> 00:09:50,079 And then I'm ready what we can do 268 00:09:50,591 --> 00:09:51,359 Is we can say 269 00:09:51,615 --> 00:09:52,639 Health component 270 00:09:54,175 --> 00:09:54,687 Health 271 00:09:54,943 --> 00:09:55,455 Component 272 00:09:55,711 --> 00:09:56,991 Animal parenthesized 273 00:09:57,247 --> 00:09:59,551 Where is a guide which is the Sydney 274 00:09:59,807 --> 00:10:00,460 Dartconnect 275 00:10:00,461 --> 00:10:02,760 Subtitled by online-courses.club We compress knowledge for you! 276 00:10:02,761 --> 00:10:01,855 On 277 00:10:02,111 --> 00:10:02,623 Dad 278 00:10:02,879 --> 00:10:05,183 So it's that simple and then we're going to go 279 00:10:05,695 --> 00:10:06,463 Endive 280 00:10:07,487 --> 00:10:10,815 And what we want to do on death well we want to do a check 281 00:10:11,327 --> 00:10:13,631 Vale seen is equal to null 282 00:10:13,887 --> 00:10:15,679 Then we're just going to return out of there 283 00:10:16,191 --> 00:10:16,703 Because We Can 284 00:10:17,215 --> 00:10:18,495 Device is not defined 285 00:10:18,751 --> 00:10:22,335 So what are we going to do we want to spawn the vile at the position of 286 00:10:22,847 --> 00:10:23,359 Enemy 287 00:10:23,615 --> 00:10:24,127 And 288 00:10:24,383 --> 00:10:30,271 The veil drop component is going to be another note alongside the health component so we can use the owner again 289 00:10:30,783 --> 00:10:31,807 To grab the 290 00:10:32,063 --> 00:10:33,343 Now this is a little 291 00:10:33,599 --> 00:10:35,647 Unsafe because we're not guaranteed 292 00:10:35,903 --> 00:10:37,695 The owner is going to be a note today 293 00:10:38,207 --> 00:10:39,999 So we could write a check we can say 294 00:10:41,023 --> 00:10:41,535 Moana 295 00:10:41,791 --> 00:10:42,559 Is not 296 00:10:43,327 --> 00:10:44,095 No time to die 297 00:10:44,863 --> 00:10:45,887 Then we can return 298 00:10:46,655 --> 00:10:52,799 And I've got this order of the is not reverse the little bit not has to come first so if not owner 299 00:10:53,055 --> 00:10:54,335 Is no to die 300 00:10:54,591 --> 00:10:59,711 Then we're going to return which means that if we make it past that then our owner is entitled to 301 00:10:59,967 --> 00:11:02,527 And so what I can do is I can save our 302 00:11:02,783 --> 00:11:03,807 Spawn position 303 00:11:04,319 --> 00:11:04,831 Is eagle 304 00:11:05,087 --> 00:11:05,599 Moana 305 00:11:05,855 --> 00:11:07,135 Parentheses first 306 00:11:07,391 --> 00:11:08,159 Moana 307 00:11:08,671 --> 00:11:09,951 As notary 308 00:11:10,207 --> 00:11:11,487 Dart global 309 00:11:11,999 --> 00:11:13,791 Perfect select response position 310 00:11:14,047 --> 00:11:15,071 Then we're going to take 311 00:11:15,327 --> 00:11:16,863 The vile seem so we're gonna 312 00:11:17,119 --> 00:11:19,167 Instantiate that's all say vile 313 00:11:19,423 --> 00:11:20,959 Incidence is equal to 314 00:11:21,471 --> 00:11:24,031 Vial seen.in stands 315 00:11:24,287 --> 00:11:25,311 Again we should 316 00:11:25,567 --> 00:11:27,871 Instantiate as a node to use 317 00:11:28,127 --> 00:11:28,639 We get the 318 00:11:28,895 --> 00:11:30,175 Proper intelligence 319 00:11:30,431 --> 00:11:32,479 Animal going to take the owner 320 00:11:32,735 --> 00:11:33,759 Get pair 321 00:11:34,271 --> 00:11:35,295 So we're going to 322 00:11:35,551 --> 00:11:36,575 Princess adda 323 00:11:36,831 --> 00:11:37,599 As a child 324 00:11:38,111 --> 00:11:39,391 To the parent of the owner 325 00:11:39,647 --> 00:11:40,927 Get parent and Child 326 00:11:41,439 --> 00:11:42,207 Violin strings 327 00:11:43,231 --> 00:11:43,999 And I'm going to say 328 00:11:44,255 --> 00:11:46,303 While instance global position 329 00:11:47,071 --> 00:11:48,351 Sequel to spawn 330 00:11:48,863 --> 00:11:49,375 Position 331 00:11:49,631 --> 00:11:51,167 Perfect solicitor are basically 332 00:11:51,423 --> 00:11:53,215 And let instantiation 333 00:11:53,471 --> 00:11:54,751 A child seen underneath 334 00:11:55,007 --> 00:11:57,823 And we're going to instantiate the file drop company 335 00:11:58,079 --> 00:12:01,663 And we're going to put it right next to the health component in the tree here 336 00:12:01,919 --> 00:12:04,735 And now let's sign the health compare 337 00:12:04,991 --> 00:12:06,527 In the health component property 338 00:12:06,783 --> 00:12:09,343 But we're not going to assign the vile scene 339 00:12:09,855 --> 00:12:13,695 We actually want to assign the vile scene within the veil drop component itself 340 00:12:13,951 --> 00:12:15,743 So open up the volume drop compose 341 00:12:16,767 --> 00:12:18,303 Search your filesystem 342 00:12:18,559 --> 00:12:19,071 4 343 00:12:19,327 --> 00:12:20,351 Experience vile 344 00:12:20,607 --> 00:12:22,911 And go ahead and drag it over to the vile 345 00:12:23,679 --> 00:12:25,471 So now we go back to our basic enemy 346 00:12:25,727 --> 00:12:27,519 You can see when I hover over the vile 347 00:12:27,775 --> 00:12:28,287 Component 348 00:12:28,543 --> 00:12:29,567 That's vile scene 349 00:12:30,847 --> 00:12:32,639 So now whenever we instantiate the valve 350 00:12:32,895 --> 00:12:36,735 Component the only thing that will need to be said is the health component which will 0.2 351 00:12:36,991 --> 00:12:37,759 The local 352 00:12:38,015 --> 00:12:39,039 Self composed 353 00:12:39,295 --> 00:12:41,087 Ok let's go back to our main 354 00:12:41,343 --> 00:12:44,671 Delete all of these experiences while so holdship 355 00:12:44,927 --> 00:12:45,439 And click 356 00:12:45,695 --> 00:12:46,975 The first one in last one 357 00:12:47,487 --> 00:12:49,535 Delete all of them by pressing delete 358 00:12:49,791 --> 00:12:52,095 And then let's go ahead and Run the game 359 00:12:52,607 --> 00:12:54,911 And so as these things die they should drop vials 360 00:12:56,959 --> 00:12:57,471 Perfect 361 00:12:57,983 --> 00:12:58,751 So there's one Vial 362 00:12:59,007 --> 00:12:59,519 Now 363 00:12:59,775 --> 00:13:01,823 We're getting a couple of hours here 364 00:13:02,079 --> 00:13:02,591 Ok 365 00:13:02,847 --> 00:13:04,127 So here is another quote 366 00:13:04,383 --> 00:13:04,895 Adele 367 00:13:05,151 --> 00:13:10,015 If you look at your errors you'll see can't change state while flushing 368 00:13:10,527 --> 00:13:11,039 Queries 369 00:13:11,295 --> 00:13:12,319 And this is because 370 00:13:12,575 --> 00:13:15,135 We're trying to freeze something that is in the middle 371 00:13:15,647 --> 00:13:16,927 Handling collisions 372 00:13:17,183 --> 00:13:18,719 That's just a good ol' Cork 373 00:13:18,975 --> 00:13:20,511 I'm not sure exactly why 374 00:13:20,767 --> 00:13:23,327 What is the case but the way that we get around that area 375 00:13:23,583 --> 00:13:24,607 Is we actually need to use 376 00:13:24,863 --> 00:13:25,375 Call 377 00:13:25,631 --> 00:13:26,143 Deferred 378 00:13:26,399 --> 00:13:30,751 And what deferred calling does is it wait until the idle frame to call 379 00:13:32,031 --> 00:13:33,567 Sophie got oral health component here 380 00:13:33,823 --> 00:13:34,591 Are we going to do 381 00:13:34,847 --> 00:13:36,639 Is we are going to create a new function 382 00:13:36,895 --> 00:13:39,711 Card check underscore death in our health and 383 00:13:39,967 --> 00:13:44,063 We're going to take this if current health is a good as your work I take that out and 384 00:13:44,575 --> 00:13:46,111 Underneath that checked 385 00:13:46,623 --> 00:13:48,159 Does the check that function body 386 00:13:48,415 --> 00:13:50,975 And any here what we're gonna do we're gonna use 387 00:13:51,231 --> 00:13:51,999 Callable 388 00:13:52,255 --> 00:13:53,535 So capital city 389 00:13:53,791 --> 00:13:54,303 This is 8 390 00:13:54,559 --> 00:13:55,071 Callable 391 00:13:55,327 --> 00:14:01,471 And then in parentheses were going to put in a reference to check DAF now your autocomplete is 392 00:14:01,727 --> 00:14:03,263 I want to automatically call it 393 00:14:03,519 --> 00:14:05,823 Why using parentheses we don't want that 394 00:14:06,079 --> 00:14:07,615 So remove those parentheses 395 00:14:07,871 --> 00:14:11,455 They should just be passing a reference to the function in the collarbone 396 00:14:11,967 --> 00:14:13,247 And then we can do 397 00:14:13,503 --> 00:14:14,271 Call deferred 398 00:14:14,783 --> 00:14:17,087 So that's going to do that going to take this function 399 00:14:17,343 --> 00:14:19,135 And then call it on the next I don't 400 00:14:19,647 --> 00:14:20,159 And then 401 00:14:20,415 --> 00:14:23,743 We're going to do the check that function at that point and then we can 402 00:14:24,255 --> 00:14:27,071 Handle all the stuff for handling so it's going round the game again 403 00:14:27,327 --> 00:14:29,119 That should no longer be 404 00:14:29,887 --> 00:14:31,679 And we can see that vials were being spun 405 00:14:32,191 --> 00:14:33,727 And I can go ahead and pick them up 406 00:14:33,983 --> 00:14:38,847 So one final thing to do before we wrap up this lesson which I know is a little bit longer than the other 407 00:14:39,103 --> 00:14:41,407 Is Rihanna add a drop percentage 408 00:14:41,663 --> 00:14:42,687 Answer to the vile 409 00:14:43,199 --> 00:14:46,271 Insole let's go ahead and go back to eval component script 410 00:14:46,783 --> 00:14:48,319 As the first export variable 411 00:14:48,575 --> 00:14:51,391 What's actually reorder some things let's move the pack scene 412 00:14:51,647 --> 00:14:52,927 Blow everything so 413 00:14:53,439 --> 00:14:57,279 Use alt and down on your keyboard to move that line down 414 00:14:57,791 --> 00:15:01,119 And then the first export is going to be 415 00:15:01,375 --> 00:15:02,143 Port Vale 416 00:15:04,959 --> 00:15:05,471 Flower 417 00:15:05,727 --> 00:15:06,239 No 418 00:15:06,495 --> 00:15:11,871 Are we actually do instead of just a plain old export as we can do export underscore range 419 00:15:12,383 --> 00:15:14,175 And then we can in parentheses 420 00:15:14,687 --> 00:15:15,711 Define what the range 421 00:15:15,967 --> 00:15:18,015 So we can say 0 as the men 422 00:15:18,271 --> 00:15:19,551 And one of the max 423 00:15:19,807 --> 00:15:22,623 So if we go to avail drop component over on the left 424 00:15:22,879 --> 00:15:25,951 We can see a drop percent in it cannot exceed 1 425 00:15:26,207 --> 00:15:27,743 And it cannot go below zero 426 00:15:28,255 --> 00:15:33,631 So this is nice because it doesn't make sense to have a more than 100% or less than 0% 427 00:15:34,143 --> 00:15:34,655 Strawberry 428 00:15:34,911 --> 00:15:38,495 Perfect an elastic that we're going to do with the Val drop is we're just going to say 429 00:15:38,751 --> 00:15:40,031 Initially to 430 00:15:40,287 --> 00:15:41,823 What's a .5 431 00:15:42,335 --> 00:15:45,151 So I'll have a 50% drop rate by The Fall 432 00:15:45,663 --> 00:15:46,943 That will be configurable 433 00:15:47,199 --> 00:15:52,063 And the reason that you might want to set a default variable in your exports is because if I go over 2 434 00:15:52,319 --> 00:15:53,855 Just represent in I 435 00:15:54,111 --> 00:15:54,623 Dragon 436 00:15:54,879 --> 00:15:57,439 You can see that this little arrow appears 437 00:15:57,695 --> 00:15:58,719 When it's not 438 00:15:58,975 --> 00:16:01,023 When the values are equal to its default 439 00:16:01,535 --> 00:16:04,863 And that's nice because now I can just click the arrow to reset it 440 00:16:05,119 --> 00:16:06,655 To what I've got hardcore 441 00:16:07,167 --> 00:16:07,935 Industry 442 00:16:08,447 --> 00:16:12,287 So if you want to just provide some sensible defaults for anything that your export 443 00:16:12,543 --> 00:16:13,823 That's all 444 00:16:14,079 --> 00:16:14,847 Hindi to do 445 00:16:15,103 --> 00:16:18,175 So now we need to take into account that drop 446 00:16:18,431 --> 00:16:18,943 Percent 447 00:16:19,199 --> 00:16:19,711 Right 448 00:16:19,967 --> 00:16:20,479 So 449 00:16:20,735 --> 00:16:23,551 What we can do it simply is we can just say if 450 00:16:23,807 --> 00:16:24,319 Ran 451 00:16:25,343 --> 00:16:27,135 Surround f Returns 452 00:16:27,391 --> 00:16:32,767 Every you can control click into things by the way so I hold ctrl and click in taranto 453 00:16:33,023 --> 00:16:35,327 That will take me right to the documentation for 454 00:16:36,095 --> 00:16:36,863 And that 455 00:16:37,119 --> 00:16:40,447 Says it return the floating-point value between 0 and 1 456 00:16:40,959 --> 00:16:41,471 So 457 00:16:41,727 --> 00:16:43,263 It's going to be very 458 00:16:43,775 --> 00:16:44,799 To do what we need to do 459 00:16:45,055 --> 00:16:48,383 We can just say if Randolph is a functions on Vulcan 460 00:16:48,639 --> 00:16:50,175 Is less than or equal to 461 00:16:50,431 --> 00:16:51,711 Drop percent 462 00:16:53,503 --> 00:16:57,855 Actually it's not do that let's say if friend of is greater than 8% 463 00:16:58,367 --> 00:16:58,879 Return 464 00:16:59,391 --> 00:17:00,159 So basically 465 00:17:00,671 --> 00:17:05,023 F r and F is not within the range of 0 to drop 466 00:17:05,279 --> 00:17:05,791 Percent 467 00:17:06,047 --> 00:17:08,095 Then we're just going to return outlet 468 00:17:08,607 --> 00:17:14,751 Ok so now for you run the game in test that we should see that roughly half the enemies drop vials when they die 469 00:17:15,263 --> 00:17:16,031 So that one drop 470 00:17:17,055 --> 00:17:17,823 That one day 471 00:17:18,591 --> 00:17:19,103 That one 472 00:17:19,615 --> 00:17:20,127 That one 473 00:17:20,383 --> 00:17:21,151 One of them 474 00:17:21,663 --> 00:17:23,455 So it looks to be working 475 00:17:23,967 --> 00:17:30,111 Ok so that was an introduction to components we've now got a health component and a vile drop component that we can use toucan 476 00:17:30,367 --> 00:17:32,159 Play your game as we continue 477 00:17:32,415 --> 00:17:33,183 Into the future 31138

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.