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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,072 What's continue work on our death component so that we can 2 00:00:03,328 --> 00:00:05,632 Use it to show when the rat dies 3 00:00:05,888 --> 00:00:08,192 What's going to open up for desk components 4 00:00:08,704 --> 00:00:09,472 And 5 00:00:09,728 --> 00:00:12,544 In here let's go ahead and add a script to it 6 00:00:14,592 --> 00:00:15,872 What's export 7 00:00:16,384 --> 00:00:17,408 A variable 8 00:00:17,664 --> 00:00:18,944 Cold health component 9 00:00:20,480 --> 00:00:22,272 And it's going to be of type node 10 00:00:22,528 --> 00:00:24,064 And then in our ready message 11 00:00:26,368 --> 00:00:27,904 Let's do a health component 12 00:00:28,160 --> 00:00:29,184 Died 13 00:00:29,440 --> 00:00:30,208 Dartconnect 14 00:00:30,720 --> 00:00:31,744 On died 15 00:00:32,512 --> 00:00:34,560 And then let's write that method as well 16 00:00:34,816 --> 00:00:36,096 Funk on 17 00:00:36,864 --> 00:00:38,656 What's Right pass in here for now 18 00:00:38,912 --> 00:00:45,056 So it's like that animationplayer and we actually got to go to work default animation here and we're going to uncheck 19 00:00:45,312 --> 00:00:46,848 AutoPlay on load 20 00:00:47,104 --> 00:00:50,176 Because we don't want this to happen so what is centrally we're gonna do 21 00:00:50,432 --> 00:00:52,736 Is we are going to win 22 00:00:52,992 --> 00:00:53,504 The 23 00:00:53,760 --> 00:00:55,552 Health component in with the Dead signal 24 00:00:55,808 --> 00:00:56,576 We're going to do 25 00:00:56,832 --> 00:00:58,112 Show me the colours my enemies 26 00:00:58,368 --> 00:01:00,141 Take this debt company 27 00:01:00,143 --> 00:01:02,491 Subtitled by online-courses.club We compress knowledge for you! 28 00:01:02,492 --> 00:01:01,952 We're going to remove it 29 00:01:02,464 --> 00:01:02,976 From 30 00:01:03,232 --> 00:01:09,120 The scene tree and we're gonna put it back in the same tree somewhere else probably on the end 31 00:01:09,632 --> 00:01:10,912 So we're going to say 32 00:01:11,424 --> 00:01:12,192 Get parent 33 00:01:13,216 --> 00:01:14,496 Start removechild 34 00:01:15,520 --> 00:01:16,032 Self 35 00:01:17,568 --> 00:01:20,896 So that's going to do is asking a good parent and it's going to say remove mice 36 00:01:21,152 --> 00:01:23,712 First before we do that we won't get a reference 37 00:01:23,968 --> 00:01:26,528 Two of the same tree so I'm going to save our tree 38 00:01:26,784 --> 00:01:28,064 Is equal to 39 00:01:28,320 --> 00:01:28,832 Treat 40 00:01:29,088 --> 00:01:32,416 Calories in you have to do this because once you've removed yourself 41 00:01:32,672 --> 00:01:33,696 From the same tree 42 00:01:34,208 --> 00:01:37,792 You will not be able to call get tree anymore because it's not in the tree 43 00:01:38,048 --> 00:01:42,400 So if we get a reference to the tree before we remove ourselves from the tree 44 00:01:42,656 --> 00:01:44,704 Then we'll still be able to do operate 45 00:01:45,216 --> 00:01:46,240 Install the tree 46 00:01:46,496 --> 00:01:47,776 And then we're going to say 47 00:01:48,032 --> 00:01:50,848 Get the parent and then remove the child which is our self 48 00:01:51,104 --> 00:01:54,432 And then we get there so the layer the entities later so 49 00:01:54,688 --> 00:01:58,272 Let's go back to our main real quick and then let's click on his Anthony's Leigh 50 00:01:58,784 --> 00:02:00,064 And go to the note app 51 00:02:00,320 --> 00:02:02,880 Add two groups from there and we can see that 52 00:02:03,136 --> 00:02:05,440 The entities is a member of the entities 53 00:02:05,696 --> 00:02:08,256 So in our gas component on died 54 00:02:08,512 --> 00:02:11,328 Let's save our entities is equal to 55 00:02:11,584 --> 00:02:12,864 Tree 56 00:02:13,376 --> 00:02:15,936 Get first node in group entities 57 00:02:16,960 --> 00:02:17,472 Leia 58 00:02:17,728 --> 00:02:18,496 Just like so 59 00:02:19,008 --> 00:02:24,384 Everyone into we could actually move this line up with alt and Andy up arrow 60 00:02:24,640 --> 00:02:27,200 And then we don't need this variable any 61 00:02:27,712 --> 00:02:28,992 So we're going to remove that 62 00:02:29,504 --> 00:02:30,272 And then again 63 00:02:30,528 --> 00:02:31,808 The little B 64 00:02:32,320 --> 00:02:33,856 So grabbing a reference 65 00:02:34,112 --> 00:02:34,880 Anthonys way 66 00:02:35,136 --> 00:02:37,952 Removing yourself in the mirror entities 67 00:02:39,232 --> 00:02:41,024 Start and Child 68 00:02:41,536 --> 00:02:43,584 And self is just a reference to the current 69 00:02:44,608 --> 00:02:45,632 The Script 70 00:02:45,888 --> 00:02:46,912 Ok 71 00:02:47,168 --> 00:02:50,496 And then we need a play the animation player so we're going to 72 00:02:50,752 --> 00:02:51,520 After that 73 00:02:52,288 --> 00:02:54,592 2 dollar sign animation player dot 74 00:02:54,848 --> 00:02:55,360 Play 75 00:02:55,872 --> 00:02:56,384 D4 76 00:02:56,640 --> 00:02:57,664 So we play the diff 77 00:02:57,920 --> 00:02:58,432 Animation 78 00:02:58,688 --> 00:02:59,968 Election be all the way in 79 00:03:00,736 --> 00:03:03,808 Now there is the issue of setting the 80 00:03:04,064 --> 00:03:04,576 Texture 81 00:03:04,832 --> 00:03:05,856 Appropriate for 82 00:03:06,112 --> 00:03:06,624 The enemy 83 00:03:06,880 --> 00:03:08,672 In the GPU particles 2D 84 00:03:09,184 --> 00:03:12,512 Until the way that we can handle that is let's go ahead and export 85 00:03:13,024 --> 00:03:14,304 Another very lot of time 86 00:03:14,816 --> 00:03:15,328 Call 87 00:03:15,584 --> 00:03:16,096 Spray 88 00:03:16,608 --> 00:03:18,656 And we're going to set that 89 00:03:19,424 --> 00:03:20,192 Type of spray 90 00:03:20,448 --> 00:03:24,288 2D animal is on the ready method what we're going to do is 91 00:03:24,544 --> 00:03:27,360 Create a reference to that GPU particles 2D 92 00:03:27,616 --> 00:03:29,920 Set the texture property equal to 93 00:03:30,176 --> 00:03:30,944 Sprouts 94 00:03:31,712 --> 00:03:34,016 So essentially just going to grab the texture from the 95 00:03:34,272 --> 00:03:34,784 And save 96 00:03:35,040 --> 00:03:36,320 Our text her for the 97 00:03:36,576 --> 00:03:37,088 Portugal 98 00:03:37,344 --> 00:03:39,904 That's sure as long as we supply the sprite 99 00:03:40,160 --> 00:03:40,928 That should 100 00:03:41,440 --> 00:03:44,000 Keep it in sync with the enemy Vision 101 00:03:44,256 --> 00:03:49,888 Let's go to our basic enemy seems or control shift out open up the basic enemy 102 00:03:50,400 --> 00:03:53,472 And we need to go to the 2D 103 00:03:53,984 --> 00:03:55,520 You just so we can see what's going on 104 00:03:55,776 --> 00:03:58,592 Enclose the animation tab if you want at the bottom 105 00:03:58,848 --> 00:04:01,152 When I Institute a child scene 106 00:04:01,408 --> 00:04:02,688 Under the basic anime 107 00:04:03,200 --> 00:04:04,480 The death component 108 00:04:06,528 --> 00:04:08,320 I'm going to put this death component 109 00:04:08,576 --> 00:04:11,136 Basically just above the heart box component here 110 00:04:11,392 --> 00:04:14,208 And then we need to drag in our health component 111 00:04:14,464 --> 00:04:16,768 And then we need a dragon H Sprite as 112 00:04:18,047 --> 00:04:18,559 Ok 113 00:04:18,815 --> 00:04:22,143 So if all went well we should start seeing in animation 114 00:04:22,655 --> 00:04:24,703 Play so that particle animation play 115 00:04:24,959 --> 00:04:25,983 When a 116 00:04:26,239 --> 00:04:27,263 Rat 117 00:04:28,799 --> 00:04:31,615 Ok so we're not saying anything and the reason is because 118 00:04:32,127 --> 00:04:34,175 We're not setting the position 119 00:04:34,687 --> 00:04:35,967 Of this death camp 120 00:04:36,479 --> 00:04:38,783 So let's go back to the death component 121 00:04:39,295 --> 00:04:40,575 And open up that's 122 00:04:41,087 --> 00:04:42,879 And we need to set 123 00:04:43,391 --> 00:04:44,927 The global position 124 00:04:45,183 --> 00:04:46,207 Equal to 125 00:04:46,463 --> 00:04:46,975 The 126 00:04:47,231 --> 00:04:48,767 Rats global 127 00:04:49,023 --> 00:04:49,535 So 128 00:04:49,791 --> 00:04:51,839 In the on died before we do anything 129 00:04:52,095 --> 00:04:53,631 In terms of the tree manipulation 130 00:04:53,887 --> 00:04:55,679 We want to get the Owners Club will position 131 00:04:55,935 --> 00:04:57,727 So essentially we're going to save our 132 00:04:57,983 --> 00:04:59,519 Spawn position 133 00:05:00,031 --> 00:05:01,055 Is he good to 134 00:05:01,311 --> 00:05:01,823 Moana 135 00:05:02,079 --> 00:05:03,359 Global position 136 00:05:03,615 --> 00:05:06,687 And again we are making some assumptions here 137 00:05:06,943 --> 00:05:10,271 Branston's that we have an owner and that the owner is allowed to die 138 00:05:10,527 --> 00:05:15,647 We could do some defensive programming here if we wanted so we could say if owner is he got to know 139 00:05:15,903 --> 00:05:16,671 Or 140 00:05:16,927 --> 00:05:17,439 Not 141 00:05:17,951 --> 00:05:18,463 Moana 142 00:05:18,719 --> 00:05:19,487 Is 143 00:05:19,743 --> 00:05:20,767 No today 144 00:05:21,023 --> 00:05:22,303 Then we'll just return 145 00:05:22,559 --> 00:05:23,327 And not do any 146 00:05:24,351 --> 00:05:26,911 Ok so that's a few check out the way 147 00:05:27,167 --> 00:05:29,983 Respond position is equal to the owner global position 148 00:05:30,495 --> 00:05:31,775 Ok and then 149 00:05:32,031 --> 00:05:33,055 After we 150 00:05:33,311 --> 00:05:34,335 Add a child 151 00:05:34,591 --> 00:05:35,103 Back 152 00:05:35,359 --> 00:05:37,919 So average ourselves back to the Ender Slayer 153 00:05:38,175 --> 00:05:38,943 We're going to say 154 00:05:39,199 --> 00:05:40,991 Global underscore 155 00:05:42,783 --> 00:05:44,319 Is equal to spawn position 156 00:05:45,087 --> 00:05:46,623 And then we can play that enemy 157 00:05:48,159 --> 00:05:51,999 So let's run and see now if we're going to see that 158 00:05:53,535 --> 00:05:54,303 And there go 159 00:05:54,815 --> 00:05:55,839 She now then 160 00:05:56,095 --> 00:05:58,655 The rats are flying up into the air 161 00:05:58,911 --> 00:05:59,679 When they die 162 00:05:59,935 --> 00:06:00,959 Nrv 163 00:06:01,215 --> 00:06:01,727 Comedic 164 00:06:01,983 --> 00:06:02,495 Fashion 165 00:06:02,751 --> 00:06:06,079 And that's looking really good I can I'm really happy without it turned out 166 00:06:06,335 --> 00:06:09,407 And the beauty of this is that this is generic so that we can use this 167 00:06:09,919 --> 00:06:10,687 Hello everyone 168 00:06:11,711 --> 00:06:14,015 So that's working as intended now 169 00:06:14,271 --> 00:06:15,807 Let's make a couple of 170 00:06:16,063 --> 00:06:20,159 To the particle itself so in the death component open at the GP Partick 171 00:06:20,671 --> 00:06:22,719 Let's change the lifetime 2.5 172 00:06:23,231 --> 00:06:24,511 And I'm going to go to gym 173 00:06:24,767 --> 00:06:27,071 And whatever testing you can turn off 174 00:06:27,327 --> 00:06:28,607 One shot here 175 00:06:28,863 --> 00:06:30,655 And turn on in middle 176 00:06:30,911 --> 00:06:32,447 So we can see what's happening 177 00:06:33,727 --> 00:06:36,799 So I want to make this feel little bit more snappy so I 178 00:06:37,055 --> 00:06:40,639 Turning the lifetime down 2.5 seconds here 179 00:06:40,895 --> 00:06:43,455 I'm going to open the particles process 180 00:06:43,711 --> 00:06:44,735 Material here 181 00:06:44,991 --> 00:06:47,295 And I'm going to change 182 00:06:47,551 --> 00:06:48,575 The gravity 183 00:06:48,831 --> 00:06:51,391 I'm gonna bump this up to something like seven hundred 184 00:06:51,903 --> 00:06:54,463 Search much snap your I might even go 800 year 185 00:06:54,975 --> 00:06:55,999 800 gravity 186 00:06:56,255 --> 00:07:00,095 And then we can bump up the velocity minimum 2 something like 175 187 00:07:00,351 --> 00:07:02,911 Another lasting maximum can be something like three hundred 188 00:07:03,423 --> 00:07:05,727 Because we're dealing with such a strong gravity 189 00:07:05,983 --> 00:07:07,519 We can do a higher initial 190 00:07:07,775 --> 00:07:09,311 We have to do higher initial 191 00:07:09,823 --> 00:07:12,127 Everlasting Max tu250x 192 00:07:12,639 --> 00:07:14,431 Just because it's going a little bit too high 193 00:07:14,943 --> 00:07:16,479 Angular velocity 194 00:07:16,735 --> 00:07:19,551 I'm actually going to increase that angular velocity 195 00:07:19,807 --> 00:07:20,319 As well 196 00:07:20,575 --> 00:07:21,343 So 197 00:07:21,599 --> 00:07:23,135 For this last minimum 198 00:07:23,391 --> 00:07:28,511 Let's multiply this by 2 and you can actually type mathematical expressions in his property 199 00:07:29,023 --> 00:07:32,095 So if I want to get twice the amount of 70 200 00:07:32,351 --> 00:07:33,887 I can say x 2 201 00:07:34,143 --> 00:07:35,423 And then I can do the same 202 00:07:35,935 --> 00:07:36,447 In here 203 00:07:37,983 --> 00:07:40,031 Ok now before we Run the game 204 00:07:40,287 --> 00:07:45,407 Co-op collapse of particles process material make sure you turn one shot back on 205 00:07:45,919 --> 00:07:47,199 And then we can go out at 206 00:07:47,455 --> 00:07:49,503 Play and see what's going on 207 00:07:50,015 --> 00:07:51,295 Salads looking a lot 208 00:07:51,807 --> 00:07:53,855 Nicer we don't have such an a bra 209 00:07:55,391 --> 00:07:56,671 Disappearance of 210 00:07:56,927 --> 00:07:58,463 The entities when they're dying 211 00:08:02,047 --> 00:08:04,351 I just feel generally more satisfying 212 00:08:04,607 --> 00:08:10,751 What is the difference in good shape now there is one minor thing that I'm noticing which is that we did not make 213 00:08:11,007 --> 00:08:13,311 Rat face the correct Direction when 214 00:08:13,567 --> 00:08:14,079 Walking 215 00:08:14,335 --> 00:08:15,615 So let's handle that 216 00:08:15,871 --> 00:08:17,407 So that we can wrap up 217 00:08:17,663 --> 00:08:19,967 The work that we need to do on the rap for now 218 00:08:20,223 --> 00:08:22,783 So I'm going to go to the basic enemy 219 00:08:23,039 --> 00:08:23,551 Scene 220 00:08:23,807 --> 00:08:24,831 Open up the sky 221 00:08:25,343 --> 00:08:27,135 And we have our vision 222 00:08:27,391 --> 00:08:27,903 Was here 223 00:08:28,415 --> 00:08:33,279 And so we want to grab a reference for those visuals on ready so we can still there 224 00:08:33,791 --> 00:08:36,351 In the same way that was killing the player so far 225 00:08:36,607 --> 00:08:37,887 So unread evar 226 00:08:38,143 --> 00:08:38,911 Visuals 227 00:08:39,679 --> 00:08:40,447 Is equal to 228 00:08:42,239 --> 00:08:44,031 Dollar sign visuals for the short hair 229 00:08:44,287 --> 00:08:46,591 And it's going to be very simple what we do here 230 00:08:46,847 --> 00:08:49,407 It's going to be the same thing as we did 231 00:08:49,663 --> 00:08:51,711 The player we're going to save our 232 00:08:51,967 --> 00:08:55,551 Move sign is equal to and we're gonna use sign 233 00:08:56,319 --> 00:08:57,087 Velocity 234 00:08:58,367 --> 00:09:01,695 And I'm going to say if move sign is equal to 235 00:09:01,951 --> 00:09:04,511 Let's do something different is not equal to zero 236 00:09:04,767 --> 00:09:07,071 Then we're going to set the visuals 237 00:09:07,327 --> 00:09:08,095 Start scale 238 00:09:08,607 --> 00:09:09,375 Is equal to 239 00:09:09,631 --> 00:09:10,655 Vector2 240 00:09:11,167 --> 00:09:12,959 Move sign and then one 241 00:09:13,215 --> 00:09:17,823 We may need to negate this actually because the rat is actually facing to the 242 00:09:18,335 --> 00:09:19,103 By The Fall 243 00:09:19,359 --> 00:09:21,663 So let's do negative move sign 244 00:09:21,919 --> 00:09:23,967 Learning to flip around the other way 245 00:09:24,223 --> 00:09:25,247 LFC of death work 246 00:09:25,503 --> 00:09:28,831 Open I did this wrong they should be signed velocity 247 00:09:29,087 --> 00:09:30,879 X we can I take the sign 248 00:09:31,135 --> 00:09:34,207 A vector needs to be the sign of a floating into 249 00:09:34,719 --> 00:09:36,767 Ok so what's your head and Run the game again 250 00:09:37,023 --> 00:09:38,303 Add now or 251 00:09:38,559 --> 00:09:39,071 Should be 252 00:09:39,327 --> 00:09:41,631 Facing in the direction that they are moving 253 00:09:44,959 --> 00:09:46,751 And we might as well make this 254 00:09:47,007 --> 00:09:50,591 Same logic improvement to the player so go ahead and open up your players name 255 00:09:51,615 --> 00:09:52,639 Open up that script 256 00:09:53,663 --> 00:09:56,223 In here we have this if move sign equals 0 257 00:09:56,479 --> 00:09:59,551 Isis change this to if move sign is not equal to zero 258 00:09:59,807 --> 00:10:00,460 And then delete 259 00:10:00,461 --> 00:10:02,632 Subtitled by online-courses.club We compress knowledge for you! 260 00:10:02,634 --> 00:10:02,367 This line and also the else 261 00:10:03,647 --> 00:10:07,487 So we're only going to set the visual scale if the move sign 262 00:10:07,743 --> 00:10:13,119 Is not equal to zero and that means that if we stop moving it's just going to use the 263 00:10:13,375 --> 00:10:14,911 Scale another word for started 264 00:10:15,935 --> 00:10:18,495 Star Player should still be facing left when we stop moving 265 00:10:20,287 --> 00:10:21,055 That's the day 266 00:10:21,311 --> 00:10:23,871 Component and the enemy movement 267 00:10:24,127 --> 00:10:24,639 Finished 17601

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