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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,048 Let's Create another ability 2 00:00:02,304 --> 00:00:05,376 For the player so that we have a little bit more gameplay for riot 3 00:00:05,888 --> 00:00:10,240 So just as a refresher let's go ahead and open up our sword ability 4 00:00:10,496 --> 00:00:11,264 Control 5 00:00:11,776 --> 00:00:14,592 By hitting ctrl shift on a keyboard and searching for it 6 00:00:14,848 --> 00:00:18,176 And our ability controller consists of 7 00:00:18,432 --> 00:00:18,944 A timer 8 00:00:19,456 --> 00:00:20,736 A root note 9 00:00:20,992 --> 00:00:23,296 We're pretty much going to model our new ability 10 00:00:23,552 --> 00:00:24,576 After this 11 00:00:24,832 --> 00:00:25,856 In the same way 12 00:00:26,112 --> 00:00:27,136 We can open up the 13 00:00:27,648 --> 00:00:29,440 I just take a look at what's going on here 14 00:00:29,696 --> 00:00:30,464 We're going to do 15 00:00:30,720 --> 00:00:32,768 Very similar things to what's going on in there 16 00:00:33,024 --> 00:00:34,304 Sword ability controller 17 00:00:34,560 --> 00:00:37,632 However one interesting challenge that we're going to have to do 18 00:00:37,888 --> 00:00:42,240 Is figure out how to allow the player to choose the ability 19 00:00:42,496 --> 00:00:43,776 As a reward 20 00:00:44,032 --> 00:00:45,312 For levelling up 21 00:00:45,568 --> 00:00:46,336 But that will be 22 00:00:46,592 --> 00:00:50,176 Tangled in a little lesson which is focus on actually making 23 00:00:50,432 --> 00:00:50,944 Ability 24 00:00:51,200 --> 00:00:52,224 First solar 25 00:00:52,480 --> 00:00:54,528 Click on the scene window 26 00:00:54,784 --> 00:00:56,832 Mahir and then hit control and on the keyboard 27 00:00:57,088 --> 00:00:57,856 How to create a new scene 28 00:00:58,112 --> 00:01:00,141 Let's select other node in 29 00:01:00,143 --> 00:01:02,491 Subtitled by online-courses.club We compress knowledge for you! 30 00:01:02,492 --> 00:01:01,696 Route type of no 31 00:01:01,952 --> 00:01:02,464 The top here 32 00:01:02,720 --> 00:01:04,256 And let's call this 33 00:01:04,768 --> 00:01:05,280 X 34 00:01:05,536 --> 00:01:06,304 Ability 35 00:01:08,352 --> 00:01:09,120 Controller 36 00:01:10,400 --> 00:01:11,424 Read and say that 37 00:01:11,936 --> 00:01:12,960 2 Singh's 38 00:01:13,216 --> 00:01:13,728 Ability 39 00:01:13,984 --> 00:01:17,312 We have the sword ability in sword ability controller with screen new folder 40 00:01:17,568 --> 00:01:18,080 Ask 41 00:01:19,616 --> 00:01:20,384 Controller 42 00:01:22,432 --> 00:01:26,016 So is created at folder in the ability directory and then we can just say 43 00:01:26,272 --> 00:01:27,040 Write in there 44 00:01:28,320 --> 00:01:29,088 Loudest 45 00:01:29,344 --> 00:01:33,440 Script area is getting a little bit closer hear some going to right click anywhere in 46 00:01:33,696 --> 00:01:34,720 A script here 47 00:01:34,976 --> 00:01:36,256 I'm just going to say clothes 48 00:01:37,024 --> 00:01:38,048 I will clean it up nicely 49 00:01:38,304 --> 00:01:40,096 I'm going to go in at a 50 00:01:40,352 --> 00:01:41,376 Script to the sack 51 00:01:41,888 --> 00:01:42,400 Lee controller 52 00:01:43,936 --> 00:01:45,984 You should be ok so 53 00:01:46,240 --> 00:01:46,752 Create 54 00:01:47,008 --> 00:01:49,312 Now before we write anything in r script 55 00:01:49,568 --> 00:01:51,616 Let's add a timer 56 00:01:51,872 --> 00:01:53,920 So we're going to add a child no timer 57 00:01:54,176 --> 00:01:59,552 And pick a time that you think is reasonable for the accessibility I'm going to 2 seconds 58 00:01:59,808 --> 00:02:03,392 I know I haven't describe what the accident is going to be yet but let's just get this 59 00:02:03,904 --> 00:02:06,464 So I did 2 seconds and then I'll start 60 00:02:07,744 --> 00:02:08,256 Ok 61 00:02:08,512 --> 00:02:14,656 So before you go any further what I want to do with the accessibility is I'm going to go to the tile maps of the ca 62 00:02:14,912 --> 00:02:15,680 Any tiny dungeon 63 00:02:15,936 --> 00:02:17,728 I'm going to open up the tire on my part 64 00:02:17,984 --> 00:02:19,520 And I want to take this 65 00:02:19,776 --> 00:02:22,336 X right here this this 66 00:02:22,848 --> 00:02:24,896 And what I want to do with this as I want 67 00:02:25,152 --> 00:02:26,432 To spawn at the 68 00:02:26,688 --> 00:02:30,528 Disposition and then spiral outward gradually in a radius 69 00:02:30,784 --> 00:02:32,320 Damaging every enemy 70 00:02:32,576 --> 00:02:33,088 Hits 71 00:02:33,344 --> 00:02:37,952 I think it's going to be really fun ability to make and it shouldn't be too complicated 72 00:02:38,208 --> 00:02:41,792 I'm actually going to go look for this acts image now 73 00:02:42,304 --> 00:02:43,328 So I'm going to go 74 00:02:43,584 --> 00:02:44,096 2 75 00:02:44,352 --> 00:02:45,888 The tiles directory 76 00:02:46,144 --> 00:02:47,680 Of that asset pack 77 00:02:47,936 --> 00:02:49,728 And I'm just going to scroll Intel i5 78 00:02:49,984 --> 00:02:51,776 Dial 011 79 00:02:52,288 --> 00:02:54,592 I'm just going to drive it over into the editor 80 00:02:54,848 --> 00:02:57,664 Into the file system dark and then should place it 81 00:02:57,920 --> 00:03:00,736 And then I'm going to go open up my seems ability 82 00:03:00,992 --> 00:03:03,552 Let's create a new folder under the 83 00:03:03,808 --> 00:03:05,856 The ability directory in C 84 00:03:06,368 --> 00:03:07,136 So in a create 85 00:03:07,392 --> 00:03:07,904 A 86 00:03:08,160 --> 00:03:09,184 New folder 87 00:03:09,440 --> 00:03:12,768 And I'm going to call this x underscore ability 88 00:03:14,304 --> 00:03:16,096 Emery name this tile 89 00:03:16,608 --> 00:03:17,120 2 90 00:03:18,400 --> 00:03:18,912 Axe 91 00:03:19,424 --> 00:03:23,264 And then I'm going to distract that acts over into the accessibility directory 92 00:03:25,824 --> 00:03:28,384 How many create another scene by hidden control 93 00:03:28,640 --> 00:03:31,456 The keyboard that's making a root type of 2D scene 94 00:03:31,712 --> 00:03:34,272 Let's call this axe ability 95 00:03:34,784 --> 00:03:40,160 Let's save it let's go up a couple of directories until we find that accessibility folder 96 00:03:40,416 --> 00:03:40,928 Created 97 00:03:41,184 --> 00:03:41,696 Click into 98 00:03:42,208 --> 00:03:42,720 And saved 99 00:03:42,976 --> 00:03:43,488 In there 100 00:03:44,256 --> 00:03:48,096 Is it control a 2 add a new note search for types bright 2 101 00:03:48,352 --> 00:03:49,120 Add 102 00:03:50,144 --> 00:03:51,424 And then drag over that 103 00:03:51,680 --> 00:03:52,960 Text png onto the 104 00:03:53,216 --> 00:03:53,728 Your property 105 00:03:53,984 --> 00:03:57,312 Let's like a 2D button at the top so we can go back or to leave 106 00:03:57,568 --> 00:04:01,408 This is what I actually looks like and I think the default settings here are pretty much 107 00:04:02,176 --> 00:04:02,944 Fine 108 00:04:03,200 --> 00:04:03,712 They are 109 00:04:03,968 --> 00:04:06,016 And will do more of this accessibility later 110 00:04:06,272 --> 00:04:12,416 All I want to do is I want to make the accessibility controller spawn the axe so let's go to our x 111 00:04:12,672 --> 00:04:14,464 Body control seen open up that's cool 112 00:04:14,976 --> 00:04:21,119 Let's do export in you probably know where we're going we're going to export that scene so I can say 113 00:04:21,375 --> 00:04:22,655 RX ability 114 00:04:23,167 --> 00:04:23,679 Scene 115 00:04:23,935 --> 00:04:24,703 Of time 116 00:04:24,959 --> 00:04:25,727 Packed scene 117 00:04:25,983 --> 00:04:32,127 Before we go any further let's just go out and drag that accessibility seen over in here so go to your file system 118 00:04:32,383 --> 00:04:34,175 The accessibility and Dragon all over 119 00:04:34,431 --> 00:04:36,479 Of course you can use the load 120 00:04:36,735 --> 00:04:39,807 Dialogue here in selected manually from the file system 121 00:04:40,063 --> 00:04:40,831 If you prefer 122 00:04:41,855 --> 00:04:47,999 So let's override the ready method here let's grab a reference to the timer with dollar sign 123 00:04:48,767 --> 00:04:50,303 And then we're going to say 124 00:04:50,559 --> 00:04:51,327 Time out 125 00:04:51,583 --> 00:04:52,095 Connect 126 00:04:52,607 --> 00:04:54,143 On timer timer 127 00:04:54,399 --> 00:04:58,239 And again I'm going to get a little bit faster with the scripting now because we've 128 00:04:58,495 --> 00:05:00,287 Done a lot of the stuff already 129 00:05:00,543 --> 00:05:02,335 So Funk on timer 130 00:05:02,591 --> 00:05:03,103 Time out 131 00:05:04,127 --> 00:05:05,407 And let's 132 00:05:05,663 --> 00:05:08,223 Create an instance of that accessibility 133 00:05:08,735 --> 00:05:10,527 So we're going to save our 134 00:05:11,039 --> 00:05:15,135 Instance is equal to accessibility scene.in stands 135 00:05:15,647 --> 00:05:17,695 And we can say as no 2D because 136 00:05:17,951 --> 00:05:18,975 The type that is 137 00:05:19,231 --> 00:05:20,255 And what we wanted 138 00:05:20,511 --> 00:05:22,559 Well we want to grab a reference to the play 139 00:05:22,815 --> 00:05:27,423 So let's go and do that bar Playa is equal to get underscore 3 140 00:05:27,935 --> 00:05:30,751 Get first node in group in quotes player 141 00:05:31,007 --> 00:05:31,519 Asthma 142 00:05:31,775 --> 00:05:34,847 And then let's do a check if player is he 143 00:05:35,871 --> 00:05:36,383 Let's 144 00:05:36,639 --> 00:05:37,663 Return out of that 145 00:05:37,919 --> 00:05:38,431 Perfect 146 00:05:38,943 --> 00:05:43,039 Let's grab a reference to the foreground so we're going to save our foreground 147 00:05:43,551 --> 00:05:44,319 Is it going to get 148 00:05:44,575 --> 00:05:46,367 Tree get first 149 00:05:46,623 --> 00:05:47,903 Group 150 00:05:48,415 --> 00:05:49,439 As known to 151 00:05:49,951 --> 00:05:52,767 Remember our foreground is in our main seen here 152 00:05:53,023 --> 00:05:54,303 It's this note to die 153 00:05:54,559 --> 00:05:58,655 And it has the group for Grant lair so we actually need to 154 00:05:58,911 --> 00:06:00,191 Update the string 155 00:06:00,447 --> 00:06:02,495 Sonar accessibility controller screw 156 00:06:02,751 --> 00:06:03,775 This needs to be 157 00:06:04,031 --> 00:06:05,823 Foreground underscore letter here 158 00:06:06,079 --> 00:06:07,103 That's going to give us 159 00:06:07,359 --> 00:06:08,383 Basically where out 160 00:06:08,639 --> 00:06:10,431 Abilities will exist as chilled 161 00:06:10,943 --> 00:06:11,967 Can we can 162 00:06:12,223 --> 00:06:16,831 Also add a safety check here if we want to solve will say if for ground 163 00:06:17,087 --> 00:06:17,599 No 164 00:06:18,111 --> 00:06:18,623 Send 165 00:06:18,879 --> 00:06:20,415 Return out of that as well 166 00:06:21,183 --> 00:06:23,231 Ok so then we got her x instance 167 00:06:23,487 --> 00:06:26,303 Let's save foreground add child 168 00:06:26,559 --> 00:06:27,071 X 169 00:06:27,327 --> 00:06:28,095 Instance 170 00:06:28,351 --> 00:06:29,887 And then we're going to say 171 00:06:30,911 --> 00:06:31,679 Instant 172 00:06:31,935 --> 00:06:34,495 Global position is equal to 173 00:06:35,007 --> 00:06:36,799 Claire glow up 174 00:06:38,335 --> 00:06:40,383 Ok let's hit ctrl shift o 175 00:06:40,639 --> 00:06:41,919 And then open up our 176 00:06:42,175 --> 00:06:42,687 Players 177 00:06:44,223 --> 00:06:50,111 In our building manager let's instantiate a child scene and put the accessibility controller 178 00:06:50,367 --> 00:06:51,647 Right next to 179 00:06:52,159 --> 00:06:55,231 The sword ability controller so again right click ability manager 180 00:06:55,487 --> 00:06:57,023 Instantiate child scene 181 00:06:57,279 --> 00:06:58,559 And access 182 00:06:58,815 --> 00:06:59,327 Comptroller in there 183 00:06:59,839 --> 00:07:02,143 If we did everything right when we play the game 184 00:07:02,399 --> 00:07:03,423 We should see 185 00:07:03,935 --> 00:07:04,447 Daddy 186 00:07:04,703 --> 00:07:07,007 Periodically spawns at the player position there 187 00:07:08,543 --> 00:07:10,335 Now I need my tax actually work 188 00:07:10,591 --> 00:07:12,639 Lorax ability scene 189 00:07:12,895 --> 00:07:14,687 We can go back to the TV mode Justice 190 00:07:15,199 --> 00:07:16,479 Just to see what's going on here 191 00:07:16,735 --> 00:07:19,039 And let's go data script and the diff 192 00:07:19,295 --> 00:07:20,319 Location is good 193 00:07:20,831 --> 00:07:24,671 So whatever you want to do in the accessibility well the first thing that we were 194 00:07:24,927 --> 00:07:26,975 Do is we probably want 195 00:07:27,231 --> 00:07:27,999 2 196 00:07:28,255 --> 00:07:29,023 Animator 197 00:07:29,279 --> 00:07:33,119 And again I wanted to Spiral out away from the player 198 00:07:33,375 --> 00:07:36,447 I think the easiest way to do that is going to be using a 199 00:07:36,703 --> 00:07:37,215 Between 200 00:07:37,471 --> 00:07:39,519 Override the ready method 201 00:07:41,311 --> 00:07:45,151 I'm going to do is really creative tweens of our tween is equal to create 202 00:07:45,663 --> 00:07:47,711 Now Queens are in you can't 203 00:07:47,967 --> 00:07:48,479 For us 204 00:07:48,735 --> 00:07:54,879 A tween is essentially a way of programmatically defining animations we can animate pretty much any 205 00:07:55,135 --> 00:07:55,903 Property in the same way 206 00:07:56,159 --> 00:07:57,439 We can in animation player 207 00:07:57,695 --> 00:08:01,023 But Queens are a little bit more flexible in some case 208 00:08:01,279 --> 00:08:02,047 Animation player 209 00:08:02,303 --> 00:08:04,863 Because we can pass in variable 210 00:08:05,119 --> 00:08:05,631 Property 211 00:08:05,887 --> 00:08:08,191 So if you're a car with an animation player we 212 00:08:08,447 --> 00:08:10,239 Define specific keyframes 213 00:08:10,495 --> 00:08:11,263 Alarm 214 00:08:11,519 --> 00:08:12,799 The animation 215 00:08:13,055 --> 00:08:13,823 And 216 00:08:14,079 --> 00:08:14,847 With a tween 217 00:08:15,103 --> 00:08:16,895 If we have some variable 218 00:08:17,151 --> 00:08:18,943 Like we want to move 219 00:08:19,199 --> 00:08:20,479 Or anime something 220 00:08:20,735 --> 00:08:22,015 Between two positions 221 00:08:22,271 --> 00:08:24,575 Does positions vary then we can easily accomplish 222 00:08:25,343 --> 00:08:26,879 So this case what we gonna do 223 00:08:27,391 --> 00:08:28,415 Is we are going to 224 00:08:28,671 --> 00:08:29,183 Between 225 00:08:29,439 --> 00:08:29,951 The position 226 00:08:30,207 --> 00:08:32,255 Of the acts over time 227 00:08:33,535 --> 00:08:34,047 Spiral 228 00:08:34,303 --> 00:08:35,583 So it's going to be a little bit 229 00:08:36,095 --> 00:08:37,887 Tricky but I'm going to do the best that I 230 00:08:38,399 --> 00:08:38,911 Describe what 231 00:08:39,679 --> 00:08:41,983 What I want to do is I want to call tween dot 232 00:08:42,239 --> 00:08:43,007 Screen 233 00:08:44,543 --> 00:08:48,639 And essentially what this has to do is this allows us to call and message 234 00:08:48,895 --> 00:08:50,943 Where we can write our own behave 235 00:08:51,199 --> 00:08:52,991 This is not typically how you do 236 00:08:53,247 --> 00:08:54,527 Between button Arcade 237 00:08:54,783 --> 00:08:55,551 This is what we 238 00:08:56,319 --> 00:08:57,855 So the method it takes a cold 239 00:08:58,111 --> 00:08:58,879 So we'll see 240 00:08:59,391 --> 00:09:01,695 Tween underscore method which Wills 241 00:09:01,951 --> 00:09:02,463 Soon 242 00:09:02,719 --> 00:09:04,511 What do we want to win it from well 243 00:09:04,767 --> 00:09:08,095 H from value at R2 value is going to rappers 244 00:09:08,607 --> 00:09:10,143 What's a revolution 245 00:09:10,655 --> 00:09:11,935 So let's say that we want 246 00:09:12,191 --> 00:09:12,703 To do 247 00:09:13,215 --> 00:09:13,983 To Revel 248 00:09:14,239 --> 00:09:15,519 So we're going to have it going 249 00:09:15,775 --> 00:09:16,287 Twice 250 00:09:16,543 --> 00:09:18,847 I'm going to say 0 for the fur 251 00:09:19,359 --> 00:09:19,871 Valley 252 00:09:20,127 --> 00:09:21,407 And 2 for the second 253 00:09:21,919 --> 00:09:23,711 And duration can be 254 00:09:23,967 --> 00:09:27,039 Whatever you think is reasonable I think I'm going to use too 255 00:09:27,295 --> 00:09:27,807 Since 256 00:09:28,063 --> 00:09:29,087 The delay 257 00:09:30,623 --> 00:09:32,159 Always have an axe 258 00:09:33,951 --> 00:09:35,487 Let's define that method 259 00:09:35,743 --> 00:09:36,255 Tween 260 00:09:39,839 --> 00:09:43,679 And there's going to be an argument that comes into a method and that is going to be 261 00:09:43,935 --> 00:09:45,727 Whatever the current value is 262 00:09:45,983 --> 00:09:47,263 Between the from and to 263 00:09:47,519 --> 00:09:50,847 So this twin is going to basically interpret 264 00:09:51,103 --> 00:09:52,127 Between 0 and 2 265 00:09:52,383 --> 00:09:53,407 Over 2 266 00:09:54,175 --> 00:09:55,711 And then in our method we can 267 00:09:55,967 --> 00:09:58,527 We can get that value so we're going to say 268 00:09:58,783 --> 00:09:59,807 Rotations 269 00:10:00,345 --> 00:10:02,632 Subtitled by online-courses.club We compress knowledge for you! 270 00:10:02,634 --> 00:10:01,599 In this 271 00:10:01,855 --> 00:10:02,879 Float 272 00:10:03,135 --> 00:10:04,415 So that's right passing 273 00:10:04,927 --> 00:10:08,511 So I want these to rotate around the player but I also want the radio 274 00:10:08,767 --> 00:10:10,559 To grow as it rotates around 275 00:10:11,327 --> 00:10:12,351 And so let's 276 00:10:12,607 --> 00:10:14,399 Create a constant of here 277 00:10:14,911 --> 00:10:16,447 Call Max radius 278 00:10:16,959 --> 00:10:19,007 Just said it to 102 279 00:10:19,775 --> 00:10:21,567 Ok so back in the Twin method 280 00:10:21,823 --> 00:10:24,127 Well I'm going to say I'm going to save our current radius 281 00:10:26,431 --> 00:10:27,455 Is equal to 282 00:10:28,735 --> 00:10:29,759 Rotation 283 00:10:30,015 --> 00:10:31,039 / 2 284 00:10:31,295 --> 00:10:33,343 What put that in parentheses by highlighting it 285 00:10:33,599 --> 00:10:34,111 And here 286 00:10:34,367 --> 00:10:35,647 They opened Francis 287 00:10:35,903 --> 00:10:38,207 And then again and multiply that by our Max 288 00:10:38,719 --> 00:10:40,511 So we're doing here for essentially saying 289 00:10:40,767 --> 00:10:42,559 Well 2 is our Max about 290 00:10:43,071 --> 00:10:44,607 And so this is going to be 291 00:10:44,863 --> 00:10:46,655 Percentage and pull that into another 292 00:10:46,911 --> 00:10:48,959 Variable 3% is equal to 293 00:10:49,471 --> 00:10:51,007 Rotations / 2 294 00:10:51,263 --> 00:10:52,031 And then we can 295 00:10:52,287 --> 00:10:53,055 Replace that 296 00:10:53,311 --> 00:10:54,079 With person 297 00:10:54,591 --> 00:10:58,175 So that's going to be how far along in the radius we are 298 00:10:58,431 --> 00:11:00,223 And then our current angle 299 00:11:00,735 --> 00:11:01,759 Is going to be 300 00:11:02,015 --> 00:11:02,783 Applied 301 00:11:03,039 --> 00:11:03,807 To a Vet 302 00:11:04,063 --> 00:11:06,367 So Let's save our current Direction 303 00:11:07,135 --> 00:11:07,903 Is it 304 00:11:08,159 --> 00:11:11,487 2 letters use the constant vector to write 305 00:11:11,743 --> 00:11:13,023 Are we going to rotate 306 00:11:13,279 --> 00:11:14,815 And what are we going to rotate it by 307 00:11:15,071 --> 00:11:16,607 We're going to rotated by 308 00:11:16,863 --> 00:11:18,143 Rotations 309 00:11:18,399 --> 00:11:19,167 X 310 00:11:19,679 --> 00:11:20,191 Tau 311 00:11:20,959 --> 00:11:22,495 So does this make sense so 312 00:11:22,751 --> 00:11:27,871 From 01 will be less than 360 degrees remember Towers to pie and this isn't radius 313 00:11:28,895 --> 00:11:31,199 As we exceed one it would just wrap around 314 00:11:31,455 --> 00:11:34,015 What in an asthma approach to that will be to Revell 315 00:11:34,271 --> 00:11:35,551 We could use a 316 00:11:35,807 --> 00:11:40,415 You know we can rotate this by our current rotation which is going to be in there between 0 and 2 317 00:11:40,671 --> 00:11:42,207 X x 318 00:11:42,719 --> 00:11:43,743 What are proper rotation 319 00:11:45,023 --> 00:11:47,327 So now we need to set the global position on the app 320 00:11:47,839 --> 00:11:49,887 And what we're going to do as we're going to save our 321 00:11:51,167 --> 00:11:54,751 What's happened to the players of our player is equal to get 3 322 00:11:56,031 --> 00:11:57,055 Snowden 323 00:11:57,567 --> 00:11:58,847 Claire and 324 00:11:59,103 --> 00:12:03,199 Let's Create another variable above the player called via root position 325 00:12:03,455 --> 00:12:06,015 How much is initialise it to Vectra 2.0 326 00:12:07,295 --> 00:12:09,855 Underneath player with site if player 327 00:12:10,111 --> 00:12:11,391 Is equal to null 328 00:12:11,903 --> 00:12:17,023 Then we're just going to set root position is equal to our own global position of the app 329 00:12:17,535 --> 00:12:21,119 Otherwise if the player is not null we're going to say root position 330 00:12:21,375 --> 00:12:22,143 Is it good to 331 00:12:22,399 --> 00:12:22,911 Claire 332 00:12:23,167 --> 00:12:24,447 Dot global position 333 00:12:26,495 --> 00:12:27,007 Ok 334 00:12:27,263 --> 00:12:33,407 And then what we can do is we'll set the final global position of the axis also global position 335 00:12:33,919 --> 00:12:35,967 Is equal to root position 336 00:12:36,479 --> 00:12:38,015 Plus and this is going to look for Millie 337 00:12:38,527 --> 00:12:40,319 I'm going to take that current Direction 338 00:12:41,343 --> 00:12:42,879 Shannon x 339 00:12:43,391 --> 00:12:44,927 Buy the current radio 340 00:12:46,975 --> 00:12:52,863 Everything works what essential we should see is a rotation of the axe so let's go around the game 341 00:12:53,375 --> 00:12:53,887 See what happens 342 00:12:56,959 --> 00:13:01,055 So the acts is not rotating as we expect and you can see that is actually being really 343 00:13:01,311 --> 00:13:01,823 Digikey 344 00:13:03,103 --> 00:13:04,639 I think the reason for that is 345 00:13:04,895 --> 00:13:06,943 Between things that worth winning between 346 00:13:07,199 --> 00:13:07,967 Integers 347 00:13:08,223 --> 00:13:11,551 So it's only passing integer values into this rotations 348 00:13:11,807 --> 00:13:12,831 Twin method 349 00:13:13,087 --> 00:13:16,927 And the way that we can sort that was we can just tell a girl that this is actually a 350 00:13:17,183 --> 00:13:17,695 World 351 00:13:17,951 --> 00:13:19,487 By doing .0 352 00:13:19,999 --> 00:13:20,511 Source 353 00:13:21,023 --> 00:13:23,839 0.0 2.0 that would tell us that this is a float 354 00:13:24,095 --> 00:13:25,119 And let's see it 355 00:13:26,143 --> 00:13:27,167 Ok so like that 356 00:13:27,423 --> 00:13:29,983 We're going to ask that gradually increases 357 00:13:30,239 --> 00:13:32,031 In radius and swings around 358 00:13:32,543 --> 00:13:34,591 Galleries going little bit fat 359 00:13:35,103 --> 00:13:36,895 So I'm going to probably turn this down 360 00:13:37,663 --> 00:13:39,967 3 seconds instead and see how that look 361 00:13:44,319 --> 00:13:47,647 Perfect ok so let's go over this logic again just to be really clear 362 00:13:48,415 --> 00:13:51,231 So we're defining a mackerel yes that's as far 363 00:13:51,487 --> 00:13:53,023 The axe can be away from the 364 00:13:54,559 --> 00:14:00,191 That were sitting at between were telling between that we want to go between a value of 0 and 2 365 00:14:00,447 --> 00:14:01,471 Over 3 seconds 366 00:14:01,727 --> 00:14:03,263 And while your tween 367 00:14:03,519 --> 00:14:04,287 Call this 368 00:14:04,543 --> 00:14:05,823 This twin method 369 00:14:06,079 --> 00:14:07,871 With whatever interpolated 370 00:14:08,639 --> 00:14:10,431 This value represents our rotation 371 00:14:10,687 --> 00:14:11,967 Define between 372 00:14:12,223 --> 00:14:15,551 The functions were taking in the number of rotations that have happened 373 00:14:15,807 --> 00:14:17,343 And it could be a fractional number 374 00:14:17,599 --> 00:14:20,671 We're just going to get the percentage value in order to calculate 375 00:14:20,927 --> 00:14:25,791 What our radius should be so this will be anywhere between 0 and 100 376 00:14:26,047 --> 00:14:27,327 As were multiplying in here 377 00:14:28,095 --> 00:14:31,679 And then our Direction we're gonna take the number of rotations that we are 378 00:14:31,935 --> 00:14:32,959 Multiply that 379 00:14:33,215 --> 00:14:33,727 A towel 380 00:14:33,983 --> 00:14:35,775 And use that as a rotation 381 00:14:36,031 --> 00:14:37,055 Applied to 382 00:14:37,567 --> 00:14:38,591 The right vector 383 00:14:38,847 --> 00:14:41,663 And again the right vector is at 0 degrees or 0 384 00:14:42,431 --> 00:14:44,223 Direction of the unit vector 385 00:14:44,479 --> 00:14:45,503 We got a trade 386 00:14:46,015 --> 00:14:49,343 And all the rest of this is essentially just figuring out how to position the app 387 00:14:49,855 --> 00:14:54,463 So we're getting a root position in the root position is either going to be the player if it is 388 00:14:54,975 --> 00:14:55,999 So on this line 389 00:14:56,511 --> 00:14:59,583 Or we're just going to use the current global position of the 390 00:14:59,839 --> 00:15:00,351 As 391 00:15:01,887 --> 00:15:04,703 Not occur to me that this is actually probably going to break 392 00:15:04,959 --> 00:15:05,983 It's a pleasure is 393 00:15:07,007 --> 00:15:11,103 So I think we probably actually be better off removing this line and then just writing 394 00:15:11,359 --> 00:15:12,383 Return in store 395 00:15:12,895 --> 00:15:15,199 And then we can remove the else and on it 396 00:15:15,967 --> 00:15:18,783 So make sure on intent that's very important otherwise 397 00:15:19,295 --> 00:15:20,575 It will not be afraid 398 00:15:21,087 --> 00:15:21,855 Ok so 399 00:15:22,111 --> 00:15:25,695 Exist would just stop moving the X that's a simple Morrissey 400 00:15:25,951 --> 00:15:29,791 But if it does exist within a set a route position to the player global position 401 00:15:30,047 --> 00:15:34,399 And we can actually further simplify this so I'm going to actually just remove the root position out right 402 00:15:35,679 --> 00:15:36,959 Delete this line 403 00:15:37,471 --> 00:15:39,263 And then replace this route 404 00:15:39,519 --> 00:15:40,031 Play Adele 405 00:15:40,287 --> 00:15:40,799 What position 406 00:15:44,127 --> 00:15:48,479 Actually saying the axe is going to be rotating around the player global position 407 00:15:48,735 --> 00:15:50,527 And then we're going to offer 408 00:15:51,039 --> 00:15:52,063 From that position 409 00:15:52,319 --> 00:15:54,623 By the current Direction we calculate the time 410 00:15:55,647 --> 00:15:57,439 So when we do saw we end 411 00:15:57,695 --> 00:15:58,975 Something like 412 00:15:59,487 --> 00:16:03,327 Now we're still had done but this is the behaviour that we've got going on 413 00:16:03,583 --> 00:16:04,351 Ennis looking 414 00:16:04,863 --> 00:16:05,631 So what's 415 00:16:05,887 --> 00:16:10,495 So twins are really useful because we can actually tell it to queue up a function call 416 00:16:10,751 --> 00:16:11,519 After 417 00:16:11,775 --> 00:16:14,591 It finishes tweening a previous them so I can 418 00:16:14,847 --> 00:16:16,127 In my ready made that I can 419 00:16:16,383 --> 00:16:16,895 Between 420 00:16:17,151 --> 00:16:18,431 Tween callback 421 00:16:18,687 --> 00:16:20,479 And then I can write in here queue 422 00:16:21,247 --> 00:16:22,271 Now again 423 00:16:22,527 --> 00:16:24,575 Do not invoke this by doing 424 00:16:24,831 --> 00:16:25,855 This that 425 00:16:26,623 --> 00:16:29,183 You need to just passing a reference to let me 426 00:16:29,439 --> 00:16:31,487 I just using the name without involving a 427 00:16:31,999 --> 00:16:33,535 What is it going to do is this is go 428 00:16:33,791 --> 00:16:34,303 Two twin 429 00:16:34,559 --> 00:16:38,655 Between 0 and 2/3 seconds and then when the tween is done it will free 430 00:16:38,911 --> 00:16:39,935 The apps for us 431 00:16:40,447 --> 00:16:42,495 Get me to run again just to make sure that's going to work 432 00:16:42,751 --> 00:16:44,799 And your actions should be disappearing 433 00:16:47,359 --> 00:16:48,127 Alright xx 434 00:16:48,383 --> 00:16:50,687 So we have some more work to do to get this 435 00:16:50,943 --> 00:16:51,967 To actually work 436 00:16:52,223 --> 00:16:57,599 So if I open up my sword ability we can see that we've got a couple of things in here 437 00:16:58,111 --> 00:17:02,975 That we're going to need for the axe one of the things is the hitbox component so that he boxed 438 00:17:03,231 --> 00:17:06,303 Is very important to be able to damage enemies 439 00:17:06,559 --> 00:17:10,143 So let's go over back door 440 00:17:10,399 --> 00:17:12,703 Let's instantiate a child scene 441 00:17:12,959 --> 00:17:13,983 Hitbox component 442 00:17:14,239 --> 00:17:16,287 I want ad with control a 443 00:17:16,799 --> 00:17:17,567 A collision shape 444 00:17:18,335 --> 00:17:19,615 2D underneath app 445 00:17:20,383 --> 00:17:22,687 Let's create a new circle shape 446 00:17:22,943 --> 00:17:24,479 And actually the default 447 00:17:24,735 --> 00:17:25,759 Shape here 448 00:17:26,015 --> 00:17:27,039 I'm in the shape of you 449 00:17:27,295 --> 00:17:29,855 Is actually fine I think that's great so 450 00:17:30,111 --> 00:17:30,879 That's all good 451 00:17:31,135 --> 00:17:33,951 And then we've got our collision layer 452 00:17:34,207 --> 00:17:35,231 Witcher 2 enemy 453 00:17:35,487 --> 00:17:36,255 That's good 454 00:17:36,511 --> 00:17:38,303 And I believe that 455 00:17:38,815 --> 00:17:41,631 That should basically be anything everything that we do 456 00:17:41,887 --> 00:17:44,191 Now we do need to assign a dam 457 00:17:44,703 --> 00:17:45,471 To the app 458 00:17:45,727 --> 00:17:46,239 Ability 459 00:17:46,751 --> 00:17:50,079 And so they were doing that in our sword ability if I open this app 460 00:17:50,335 --> 00:17:51,103 Is where 461 00:17:51,359 --> 00:17:54,175 Resetting a damage in the sword ability control 462 00:17:54,687 --> 00:17:56,991 And then were passing at damage down 463 00:17:57,503 --> 00:17:58,783 Online for tea here 464 00:17:59,039 --> 00:17:59,551 To that 465 00:17:59,807 --> 00:18:00,575 Box can't 466 00:18:01,087 --> 00:18:02,111 Which vein carries blood 467 00:18:02,367 --> 00:18:02,879 Switch to Vienna 468 00:18:03,135 --> 00:18:06,207 So let's do the same thing in our accessibility controller let's Create 469 00:18:06,463 --> 00:18:08,255 A vast damage at the top 470 00:18:08,511 --> 00:18:09,791 We can send it to something 471 00:18:10,047 --> 00:18:10,559 Like 10 472 00:18:10,815 --> 00:18:15,167 And what we're going to do is we are going to before we go any further 473 00:18:15,423 --> 00:18:17,471 Dark tour accessibility 474 00:18:17,727 --> 00:18:19,007 Open up that script 475 00:18:19,263 --> 00:18:23,615 And we need to get a reference to the hitbox components let's say on ready 476 00:18:24,127 --> 00:18:26,175 Hitbox underscore 477 00:18:26,431 --> 00:18:26,943 Component 478 00:18:27,199 --> 00:18:28,223 Is equal to 479 00:18:28,735 --> 00:18:29,247 Hip hop 480 00:18:30,527 --> 00:18:34,623 Ok so that should be all we need let's go back to the accessibility controller gdpr 481 00:18:35,135 --> 00:18:35,647 In The Script 482 00:18:35,903 --> 00:18:36,671 Waste here 483 00:18:37,695 --> 00:18:39,487 When we create is acts instance 484 00:18:39,743 --> 00:18:41,791 Let's go ahead and add new line 485 00:18:42,047 --> 00:18:44,095 ASUS instant start hitbox 486 00:18:45,119 --> 00:18:45,631 Compound 487 00:18:45,887 --> 00:18:46,911 Damn 488 00:18:47,423 --> 00:18:48,447 Is equal to 489 00:18:48,703 --> 00:18:49,215 Damage 490 00:18:50,751 --> 00:18:53,823 Now we did that rain the action by destroying Anna 491 00:18:54,079 --> 00:18:55,103 Let's go ahead and see 492 00:18:55,359 --> 00:18:58,175 Thorax is doing damage to enemies 493 00:19:00,479 --> 00:19:03,807 Atlas spruce up the accessibility just a little bit 494 00:19:04,063 --> 00:19:08,927 We're going to add a generation player so let's go out and add child node to the accessibility 495 00:19:09,183 --> 00:19:12,255 Animation player let's move it to the first child 496 00:19:12,511 --> 00:19:14,559 Create a new image by clicking this button here 497 00:19:14,815 --> 00:19:15,839 And a clicking new 498 00:19:16,095 --> 00:19:18,911 And create this as the default animation 499 00:19:19,167 --> 00:19:21,983 And I'm going to change the duration with the 500 00:19:22,495 --> 00:19:23,263 Marks over here 501 00:19:23,519 --> 00:19:24,287 2.5 502 00:19:24,543 --> 00:19:25,823 And I'm going to 503 00:19:26,079 --> 00:19:28,383 Click on my Sprite 2D 504 00:19:28,895 --> 00:19:30,687 Scroll down to 505 00:19:31,967 --> 00:19:35,039 Rotation here and I'm going to collect the key icon 506 00:19:35,295 --> 00:19:37,599 To add a new track and then click create 507 00:19:38,367 --> 00:19:41,951 Zoom in using the slider in the bottom right just a little 508 00:19:42,207 --> 00:19:45,535 And what I'm going to say is I'm gonna put a keyframe at the end 509 00:19:46,047 --> 00:19:47,839 Add .5 seconds by right click 510 00:19:48,095 --> 00:19:49,375 Clicking insert key 511 00:19:49,887 --> 00:19:52,191 Number to change this value to 300 512 00:19:53,727 --> 00:19:56,031 Ok then the final thing I'm going to do is 513 00:19:56,287 --> 00:19:59,871 Click this button to the far right over here that says animation looping 514 00:20:00,127 --> 00:20:00,895 Guardian quick 515 00:20:01,151 --> 00:20:03,967 And if you use this button here play the selected animation 516 00:20:04,223 --> 00:20:06,783 You can see that we've got in endlessly roti 517 00:20:07,039 --> 00:20:07,551 Axe 518 00:20:08,575 --> 00:20:14,719 So we can see how that looks in game the final thing you should do is turn on this toggle right here which is AutoPlay on load 519 00:20:14,975 --> 00:20:17,791 So we don't have to manually tell the animation and start playing 520 00:20:18,047 --> 00:20:19,071 It would just started 521 00:20:19,583 --> 00:20:21,119 Is the let's go and Run the game 522 00:20:22,399 --> 00:20:25,471 Perfect song we got a little bit more life in our axis 523 00:20:26,495 --> 00:20:28,799 There's more we can do but we'll see 524 00:20:29,055 --> 00:20:33,407 More of that stuff for the polishing that we do it later on in the core 525 00:20:33,919 --> 00:20:35,967 The final thing that I do want to do that 526 00:20:36,223 --> 00:20:36,991 Before 527 00:20:37,247 --> 00:20:38,015 We 528 00:20:38,271 --> 00:20:40,831 Do anything else is just as last little thing 529 00:20:42,111 --> 00:20:46,719 I want to randomise the starting rotation for the X so you'll notice that 530 00:20:46,975 --> 00:20:52,095 When the axes are flying they always rotate twice in they always end when they 531 00:20:52,351 --> 00:20:53,631 To the right of the 532 00:20:53,887 --> 00:20:55,679 And that's a little bit 533 00:20:56,191 --> 00:20:56,959 Uniform 534 00:20:57,215 --> 00:20:58,239 It's kind of boring 535 00:20:58,495 --> 00:21:03,359 So I'm just going to randomise the base rotation that were using for the app 536 00:21:03,871 --> 00:21:04,383 Initial 537 00:21:04,895 --> 00:21:08,479 In the way that I'm going to do that as I'm going to declare a variable up here 538 00:21:08,735 --> 00:21:11,295 Barbados underscore rotation 539 00:21:12,319 --> 00:21:14,111 Was that two Factor to that right 540 00:21:14,623 --> 00:21:17,952 Ok and then the ready method I'm going to above the tween 541 00:21:18,208 --> 00:21:20,512 Set base rotation is 542 00:21:20,768 --> 00:21:22,560 Go to Vector to.rye 543 00:21:23,072 --> 00:21:24,096 Rotated 544 00:21:24,352 --> 00:21:25,888 Then we're going to say randev 545 00:21:26,144 --> 00:21:26,656 Range 546 00:21:26,912 --> 00:21:27,424 0 547 00:21:27,680 --> 00:21:28,192 To tell 548 00:21:29,216 --> 00:21:29,728 Ok 549 00:21:29,984 --> 00:21:31,776 And then instead of 550 00:21:32,032 --> 00:21:34,592 Using backer to that right here in the Twin method 551 00:21:34,848 --> 00:21:36,896 Well I'm going to do is replace that with the base 552 00:21:38,432 --> 00:21:41,760 So what we should end up with now is that our access are all 553 00:21:42,016 --> 00:21:43,296 Sort of spawning and if you 554 00:21:44,064 --> 00:21:45,600 And ending in different place 555 00:21:47,136 --> 00:21:48,672 Ok so that's looking great 556 00:21:50,976 --> 00:21:52,512 That's good for RX 557 00:21:52,768 --> 00:21:56,864 Ability the next step is to make it appear as an upgrade option 558 00:21:57,120 --> 00:21:58,656 When the player levels up 37240

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