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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:06,400 As part of a general effort to make the game looking feel better one of the things that has been bothering me 2 00:00:06,656 --> 00:00:09,984 Is the fact that our vials of experience 3 00:00:10,496 --> 00:00:12,800 Orange End at all day just kind 4 00:00:13,056 --> 00:00:14,848 Disappear when the player collapse 5 00:00:15,360 --> 00:00:15,872 Soul 6 00:00:16,128 --> 00:00:17,664 Make that little 7 00:00:17,920 --> 00:00:18,944 More 8 00:00:19,456 --> 00:00:24,320 What's open up our vile experience or experience Vale weather 9 00:00:25,088 --> 00:00:26,368 And we'll take a look at this scene 10 00:00:26,880 --> 00:00:28,160 And open up the Script 11 00:00:28,416 --> 00:00:31,744 So remaining this experience by are collected and then 12 00:00:32,000 --> 00:00:33,280 Q-free in the van 13 00:00:33,536 --> 00:00:35,584 That was kind of unsatisfying is there 14 00:00:35,840 --> 00:00:36,352 It's just 15 00:00:36,608 --> 00:00:37,120 Disappear 16 00:00:37,632 --> 00:00:41,728 What we're going to do is we're going to make it actually fly toward the player 17 00:00:42,240 --> 00:00:46,080 And perhaps we'll give it some sort of rotation or something 18 00:00:46,592 --> 00:00:47,104 That need 19 00:00:47,616 --> 00:00:48,128 As well 20 00:00:48,384 --> 00:00:50,176 So we're going to be using tween 21 00:00:50,432 --> 00:00:53,760 Again for this and the reason is because 22 00:00:54,016 --> 00:00:57,600 It's very easy to use tweens to animate between two variable position 23 00:00:58,112 --> 00:00:59,904 And in this case we're going to end 24 00:01:00,123 --> 00:01:02,363 Subtitled by online-courses.club We compress knowledge for you! 25 00:01:02,364 --> 00:01:00,672 Between 26 00:01:00,928 --> 00:01:02,976 The position of the experience 27 00:01:03,488 --> 00:01:04,768 To the position of the player 28 00:01:05,792 --> 00:01:06,816 Keeping in mind 29 00:01:07,072 --> 00:01:08,352 The player position will 30 00:01:08,608 --> 00:01:09,120 Very 31 00:01:09,376 --> 00:01:10,656 In other words it will change 32 00:01:11,168 --> 00:01:13,984 While the player is moving and the violins flying towards 33 00:01:14,496 --> 00:01:16,544 In our on area entered 34 00:01:16,800 --> 00:01:17,312 Signal 35 00:01:17,824 --> 00:01:19,360 Let's start by 36 00:01:19,616 --> 00:01:20,128 Creating 37 00:01:22,176 --> 00:01:22,944 Between 38 00:01:23,200 --> 00:01:24,480 Is equal to create 39 00:01:24,992 --> 00:01:25,504 Twin 40 00:01:26,784 --> 00:01:28,832 I'm going to do is were going to say twin 41 00:01:29,088 --> 00:01:29,600 Dart 42 00:01:29,856 --> 00:01:31,648 Between underscore 43 00:01:32,160 --> 00:01:34,976 Let's say let's call it tween underscore 44 00:01:35,488 --> 00:01:39,328 And before we go any further let's Create that function so funk 45 00:01:40,608 --> 00:01:41,888 Tween underscore 46 00:01:42,400 --> 00:01:43,680 We're going to send a couple of 47 00:01:43,936 --> 00:01:45,472 Of argument here first 48 00:01:45,728 --> 00:01:49,312 The thing is going to come in is our interpolated value from 49 00:01:49,568 --> 00:01:50,080 Between 50 00:01:50,336 --> 00:01:52,384 This case is going to rappers 51 00:01:53,152 --> 00:01:53,664 Possess 52 00:01:54,176 --> 00:01:55,200 Which is of Type 4 53 00:01:55,968 --> 00:01:58,784 And then we're going to pass in the start position 54 00:02:00,064 --> 00:02:02,112 What is going to be of type vector2 55 00:02:02,368 --> 00:02:03,392 And the 56 00:02:03,904 --> 00:02:06,464 Well actually they should just be fine so just to start 57 00:02:06,976 --> 00:02:08,256 And you'll see how this is all going to work 58 00:02:08,512 --> 00:02:10,304 In a second year so let's just write pass 59 00:02:10,816 --> 00:02:12,608 So you've got a twin collect method 60 00:02:12,864 --> 00:02:16,192 Which is going to be past the percent which is what we're going to be twins 61 00:02:16,448 --> 00:02:17,728 And then I'll start 62 00:02:18,496 --> 00:02:19,776 So this is how this is gonna work 63 00:02:20,032 --> 00:02:20,800 So we've got 64 00:02:21,056 --> 00:02:21,568 Tween 65 00:02:21,824 --> 00:02:22,592 Screen mesh 66 00:02:23,104 --> 00:02:25,920 And if we control click into this we can see that 67 00:02:26,176 --> 00:02:30,528 When you do is pass in a callable which is basically a reference to a mesh 68 00:02:30,784 --> 00:02:31,808 Which we've setup 69 00:02:32,064 --> 00:02:35,136 And a from na to na 70 00:02:35,648 --> 00:02:38,464 What I like to do for this kind of thing is 71 00:02:38,720 --> 00:02:39,744 We have the twinkle 72 00:02:40,256 --> 00:02:42,560 Will revisit twinkle like in a second 73 00:02:42,816 --> 00:02:46,144 I want to go from 0.0 to 1.0 74 00:02:46,400 --> 00:02:47,424 Because this is from 75 00:02:47,680 --> 00:02:49,728 0% to 100% 76 00:02:49,984 --> 00:02:50,752 Basically 77 00:02:51,008 --> 00:02:55,616 In our generation let's do something like which is do one second that should be fine 78 00:02:55,872 --> 00:02:57,152 Now there's twinkl 79 00:02:57,664 --> 00:02:58,944 What's going to be passed in 80 00:02:59,200 --> 00:03:04,320 Guaranteed is this percent which will be anywhere between 0 and 1 depending on how far between is 81 00:03:04,576 --> 00:03:05,600 In progress 82 00:03:05,856 --> 00:03:07,648 Just want to pass the start position 83 00:03:08,160 --> 00:03:10,464 And in order to do that we have to do this 84 00:03:10,976 --> 00:03:12,768 Right to buy 85 00:03:13,024 --> 00:03:16,864 And then our start position is going to be our global position 86 00:03:18,400 --> 00:03:19,680 Now what are we going to do with the cinema 87 00:03:19,936 --> 00:03:20,960 So 88 00:03:21,216 --> 00:03:25,568 Storing a snapshot of the global position of this experience vile 89 00:03:25,824 --> 00:03:26,336 Set the timer 90 00:03:26,592 --> 00:03:27,360 Is quite good by the play 91 00:03:27,872 --> 00:03:31,200 This will all will be passed in every single time 92 00:03:31,456 --> 00:03:32,224 As a position 93 00:03:32,480 --> 00:03:33,760 To twinkle 94 00:03:34,272 --> 00:03:37,088 And in here what we're gonna do is we're going to grab the player 95 00:03:37,600 --> 00:03:39,904 Via player is equal to get 3 96 00:03:40,160 --> 00:03:42,208 Get first node in group 97 00:03:42,464 --> 00:03:42,976 Claire 98 00:03:44,256 --> 00:03:47,840 Claire is he good to know I will just return right out of that 99 00:03:48,096 --> 00:03:49,376 Just for safety purpose 100 00:03:49,888 --> 00:03:51,168 I know we've got this percent 101 00:03:51,424 --> 00:03:53,984 And we're going to use a vector tool 102 00:03:54,240 --> 00:03:54,752 Again 103 00:03:55,008 --> 00:03:56,288 So we're going to take 104 00:03:56,544 --> 00:03:57,056 The 105 00:03:57,312 --> 00:03:58,336 Global position 106 00:03:59,872 --> 00:04:01,664 Of the career of the note currently 107 00:04:01,920 --> 00:04:02,944 Is equal to 108 00:04:03,456 --> 00:04:05,760 Start positions of this is the position 109 00:04:06,016 --> 00:04:06,784 At which 110 00:04:07,040 --> 00:04:08,064 Civil War 111 00:04:08,320 --> 00:04:10,112 When the collection started 112 00:04:11,136 --> 00:04:11,648 Learn 113 00:04:11,904 --> 00:04:15,232 To the player global position 114 00:04:16,000 --> 00:04:20,095 And our weight is going to be the percent value that's coming in 115 00:04:20,607 --> 00:04:21,375 To the mass 116 00:04:21,887 --> 00:04:25,983 Another word for using the twin to control the duration 117 00:04:26,239 --> 00:04:28,543 How long it takes to go from 0 to 1% 118 00:04:28,799 --> 00:04:30,591 And were passing that in 119 00:04:30,847 --> 00:04:31,871 To the law 120 00:04:32,383 --> 00:04:34,687 And using that to calculate the new global 121 00:04:35,199 --> 00:04:36,223 So you can imagine 122 00:04:36,479 --> 00:04:39,039 It's going to take a number of frames 123 00:04:39,551 --> 00:04:41,343 For the collect enemy 124 00:04:41,599 --> 00:04:42,111 To finish 125 00:04:42,367 --> 00:04:44,671 While that's happening the player is going to be me 126 00:04:45,183 --> 00:04:47,743 And so we have to constantly be using the law 127 00:04:47,999 --> 00:04:49,279 Between the player position 128 00:04:49,535 --> 00:04:51,583 And we have to use the start position 129 00:04:51,839 --> 00:04:52,351 The route 130 00:04:52,607 --> 00:04:54,399 We can't use the current global position 131 00:04:54,655 --> 00:04:55,679 Because that 132 00:04:55,935 --> 00:04:56,447 That would not 133 00:04:57,983 --> 00:04:58,751 That's what we 134 00:04:59,263 --> 00:05:02,591 And then we can do something like this so we can write tween 135 00:05:02,847 --> 00:05:05,151 Between call back which will call a mess 136 00:05:05,407 --> 00:05:07,967 After the previous tweener is fine 137 00:05:08,479 --> 00:05:09,247 And we're going to call 138 00:05:09,503 --> 00:05:10,015 Q3 139 00:05:11,551 --> 00:05:13,087 And actually let's do this 140 00:05:14,623 --> 00:05:15,647 Create a new function 141 00:05:16,415 --> 00:05:17,183 Call Colette 142 00:05:17,695 --> 00:05:19,999 And in here we're going to call queue free 143 00:05:21,791 --> 00:05:25,119 Light above that were going to use this game events in May 144 00:05:25,375 --> 00:05:28,191 Experience by collecting so cut and paste it there 145 00:05:28,447 --> 00:05:31,519 Make sure to remove the Q3 from this on area entered 146 00:05:31,775 --> 00:05:33,311 And then in the screen called 147 00:05:33,567 --> 00:05:35,103 Let's use collect instead 148 00:05:36,383 --> 00:05:39,455 So this twin method is going to run for one second 149 00:05:39,711 --> 00:05:42,015 It's going to lerp between the 150 00:05:42,271 --> 00:05:44,063 Position at which it was picked up 151 00:05:44,319 --> 00:05:46,367 To the player position every frame 152 00:05:46,879 --> 00:05:48,415 Using the present that passed in 153 00:05:48,671 --> 00:05:50,207 And then it will call collect 154 00:05:51,231 --> 00:05:53,279 We should be good so let's go ahead and Run the game 155 00:05:53,535 --> 00:05:55,839 And see what that looks like we need it 156 00:05:56,095 --> 00:05:56,607 Add some veg 157 00:05:56,863 --> 00:05:57,375 So 158 00:05:57,631 --> 00:05:58,143 Let's 159 00:05:58,399 --> 00:05:59,167 Kill some rats 160 00:06:00,447 --> 00:06:01,215 And there you go 161 00:06:01,471 --> 00:06:03,775 You should start seeing at the vials or 162 00:06:04,031 --> 00:06:06,335 Being collected now when you run over there 163 00:06:06,591 --> 00:06:08,383 But they still don't look 164 00:06:08,639 --> 00:06:09,407 Super cool 165 00:06:09,919 --> 00:06:12,991 So what we can do is there is additional stuff we can do 166 00:06:13,247 --> 00:06:13,759 Please twins 167 00:06:14,015 --> 00:06:14,783 We can set 168 00:06:15,039 --> 00:06:15,551 Easy 169 00:06:15,807 --> 00:06:16,831 And we can see 170 00:06:18,623 --> 00:06:22,463 This is a very handy website this is called easons.ie 171 00:06:22,719 --> 00:06:26,303 And I will link this as a resource to this lesson 172 00:06:26,815 --> 00:06:32,447 What does is this shows you a graphical and interactive representation of all the diff 173 00:06:32,703 --> 00:06:36,543 Easing functions now using functions are something that are very common across 174 00:06:36,799 --> 00:06:37,311 Ok 175 00:06:37,567 --> 00:06:39,871 Animation and game development software 176 00:06:40,127 --> 00:06:42,431 So these are more or less standardised 177 00:06:42,943 --> 00:06:48,063 The nice thing about this is that you can hover over it to see what their behaviour look 178 00:06:49,087 --> 00:06:52,159 Until we can use this to figure out how we want 179 00:06:52,415 --> 00:06:52,927 H 180 00:06:53,439 --> 00:06:54,975 Vial to swing towards 181 00:06:55,487 --> 00:06:56,511 What I'm thinking 182 00:06:56,767 --> 00:06:59,583 Is we might use an ease in Bath 183 00:07:00,095 --> 00:07:00,863 Like a voice 184 00:07:01,119 --> 00:07:02,143 So that the vile 185 00:07:02,399 --> 00:07:05,471 Kind of get shaved away from the player first and then comes back 186 00:07:05,727 --> 00:07:08,287 So let's use the easing back and you can hover over 187 00:07:08,543 --> 00:07:09,823 To see exactly how that's gonna look 188 00:07:10,079 --> 00:07:11,871 Or what that's going to feel like at least 189 00:07:12,127 --> 00:07:13,919 So we got back to good doll 190 00:07:14,175 --> 00:07:15,967 In here we can do at the end of the screen 191 00:07:17,247 --> 00:07:17,759 Start 192 00:07:19,039 --> 00:07:19,551 Is 193 00:07:19,807 --> 00:07:22,879 And then it will give you some auto suggestions we're going to you 194 00:07:23,391 --> 00:07:25,695 Between is in because 195 00:07:25,951 --> 00:07:27,231 Going back to our 196 00:07:27,487 --> 00:07:28,767 Is in back 197 00:07:29,279 --> 00:07:30,047 The east height 198 00:07:31,071 --> 00:07:32,863 And then the transition type will be 199 00:07:33,119 --> 00:07:34,655 So we're going to go to 200 00:07:34,911 --> 00:07:37,983 That line again we've got set use and rights 201 00:07:39,263 --> 00:07:41,311 Trans and then tween doll 202 00:07:41,823 --> 00:07:42,335 Trans 203 00:07:42,591 --> 00:07:43,103 Jack 204 00:07:44,383 --> 00:07:45,663 And this line is a little 205 00:07:45,919 --> 00:07:46,431 Big 206 00:07:46,687 --> 00:07:50,783 For me on my own so one quick tip as you can use a backslash 207 00:07:53,087 --> 00:07:55,135 Newlines you can make multi line 208 00:07:55,647 --> 00:07:57,695 Statements by doing a backslash 209 00:07:57,951 --> 00:07:59,231 And then continue on the net 210 00:07:59,999 --> 00:08:02,559 This is saying is this is essentially all 211 00:08:02,815 --> 00:08:06,911 Supposed to be on the same line that because guedel uses whitespace as away 212 00:08:07,167 --> 00:08:07,935 Determine 213 00:08:08,191 --> 00:08:08,959 Blacks 214 00:08:09,215 --> 00:08:10,239 You actually need to me 215 00:08:10,495 --> 00:08:11,007 When 216 00:08:11,263 --> 00:08:13,311 Whitespace line 217 00:08:13,567 --> 00:08:14,079 Should be 218 00:08:14,335 --> 00:08:14,847 Continuation 219 00:08:15,103 --> 00:08:17,151 So we got the settees and set trans 220 00:08:17,407 --> 00:08:18,943 So let's go ahead and see 221 00:08:19,455 --> 00:08:21,759 What that looks like when we collect a vile 222 00:08:22,015 --> 00:08:22,527 From 223 00:08:23,039 --> 00:08:23,551 A rat 224 00:08:25,855 --> 00:08:27,391 Alright that looks really great 225 00:08:28,671 --> 00:08:29,695 Let's turn the 226 00:08:29,951 --> 00:08:31,743 Direction down to .5 227 00:08:32,767 --> 00:08:36,095 Instead of one so that's the 3rd or the 4th of 228 00:08:36,351 --> 00:08:37,119 And here weather 229 00:08:37,375 --> 00:08:40,447 Let's rotate the vile according to the direction 230 00:08:40,703 --> 00:08:42,495 That is between 231 00:08:42,751 --> 00:08:44,031 Start position 232 00:08:44,287 --> 00:08:48,127 The players global position of our current global position 233 00:08:48,639 --> 00:08:49,151 So 234 00:08:49,663 --> 00:08:50,943 We want to say 235 00:08:51,199 --> 00:08:53,247 What's the new variable via Direction 236 00:08:53,759 --> 00:08:54,271 From 237 00:08:54,527 --> 00:08:57,087 Start underneath the position is equal to 238 00:08:57,599 --> 00:09:00,159 Global positions for the current global position 239 00:09:00,671 --> 00:09:01,439 -2 240 00:09:01,695 --> 00:09:02,207 Position 241 00:09:03,231 --> 00:09:07,071 And now we're going to set the rotations were going to say rotation 242 00:09:07,327 --> 00:09:08,351 Is equal to 243 00:09:09,119 --> 00:09:09,887 Directions 244 00:09:10,143 --> 00:09:11,935 From start 245 00:09:12,447 --> 00:09:16,287 Now what I'm going to do is I'm going to comment out this game events in 246 00:09:16,543 --> 00:09:18,335 Experienced by all collected line 247 00:09:18,591 --> 00:09:21,407 And then I'm going to open up my basic anime scene 248 00:09:21,663 --> 00:09:23,455 Go to the Vale drop component 249 00:09:23,711 --> 00:09:26,015 And turn the drop percent up to 1 250 00:09:26,271 --> 00:09:28,575 And the reason why I'm doing both of those things 251 00:09:28,831 --> 00:09:31,135 Is just so that we can test the vials 252 00:09:31,391 --> 00:09:33,183 Without having to be interrupt 253 00:09:33,695 --> 00:09:35,743 Why is awaiting for a while to dry 254 00:09:35,999 --> 00:09:37,535 Or by level 255 00:09:38,047 --> 00:09:38,559 So 256 00:09:38,815 --> 00:09:40,607 Let's see what this looks 257 00:09:42,143 --> 00:09:45,215 And you can see that the rotation starts to work but there are a number of Prague 258 00:09:45,471 --> 00:09:47,007 It looks a little bit weird 259 00:09:47,263 --> 00:09:48,799 Not quite clear wires 260 00:09:49,311 --> 00:09:49,823 Looking 261 00:09:50,335 --> 00:09:51,871 And so there's a little bit of weird 262 00:09:52,127 --> 00:09:53,407 So the first bit of weird 263 00:09:53,919 --> 00:09:54,687 Is that 264 00:09:54,943 --> 00:09:56,735 When were using this angle 265 00:09:56,991 --> 00:09:59,039 So this is a this is an angle 266 00:09:59,295 --> 00:10:00,063 In rage 267 00:10:00,345 --> 00:10:02,376 Subtitled by online-courses.club We compress knowledge for you! 268 00:10:02,377 --> 00:10:03,135 Any can wrap it can go from positive to negative 269 00:10:03,391 --> 00:10:04,671 By crossing is 270 00:10:04,927 --> 00:10:07,231 Threshold which flips the entire thing of 271 00:10:07,743 --> 00:10:12,095 So we can take steps to address this first Let's Get It facing the right direction 272 00:10:12,351 --> 00:10:12,863 Because 273 00:10:13,119 --> 00:10:14,655 You'll notice to that device 274 00:10:15,167 --> 00:10:16,703 Facing straight up and down 275 00:10:17,215 --> 00:10:19,519 And that's a problem because 276 00:10:19,775 --> 00:10:23,615 Remember 0 degrees is represented by being to the right 277 00:10:24,127 --> 00:10:26,175 Until when we rotated to say 278 00:10:26,687 --> 00:10:27,199 Face 279 00:10:27,455 --> 00:10:28,991 Wednesday we wanted face 280 00:10:29,247 --> 00:10:30,783 Right we want to say facing the Opera 281 00:10:31,039 --> 00:10:33,087 It's actually going to be rotated like this 282 00:10:33,343 --> 00:10:36,671 Because that's 9 degrees you can see my rotation is -90 283 00:10:37,951 --> 00:10:38,975 So that's a problem 284 00:10:39,231 --> 00:10:41,535 That's all you need to do is when you do rotated by 285 00:10:41,791 --> 00:10:43,071 9 degrees a day 286 00:10:44,607 --> 00:10:47,423 The weather I'm going to do that is I am going to firstly 287 00:10:47,679 --> 00:10:48,191 Say 288 00:10:48,447 --> 00:10:54,591 Rotation degrees so rotation underscore degrees is equal to let's do a function called 289 00:10:54,847 --> 00:10:55,615 Add to date 290 00:10:56,127 --> 00:10:57,663 Which will convert radians to degrees 291 00:10:57,919 --> 00:11:00,735 What take that directions from star tango and put it in there 292 00:11:00,991 --> 00:11:02,527 And then we can add 9 293 00:11:02,783 --> 00:11:03,295 To it 294 00:11:03,551 --> 00:11:05,087 So that we can get that off set 295 00:11:06,623 --> 00:11:11,487 And then the other weird thing is our queen is actually being started twice 296 00:11:11,743 --> 00:11:12,767 Because 297 00:11:13,023 --> 00:11:15,839 This area2d is being entered twice 298 00:11:16,095 --> 00:11:16,863 Why are player 299 00:11:17,119 --> 00:11:18,143 Someone the vile 300 00:11:18,399 --> 00:11:19,423 Flies back 301 00:11:19,679 --> 00:11:20,703 When we collect it 302 00:11:20,959 --> 00:11:25,823 It exits the players detection Range and then it flies back into the players detection 303 00:11:26,335 --> 00:11:28,383 And that is causing the twin-to-twin 304 00:11:28,639 --> 00:11:32,479 Start which are fighting with each other and that's why it's never quite ending 305 00:11:32,991 --> 00:11:34,271 Add the players position 306 00:11:34,783 --> 00:11:36,063 So what we can do to fix it 307 00:11:36,319 --> 00:11:38,367 Is we simply need to disable 308 00:11:38,623 --> 00:11:39,903 Beer collision shape 309 00:11:40,159 --> 00:11:40,927 When 310 00:11:41,183 --> 00:11:42,719 The area is 4 311 00:11:43,999 --> 00:11:45,023 So let's go ahead and do it 312 00:11:45,535 --> 00:11:49,887 In the top here going to do an on ready and I'm going to use this neat little trick I'm gonna 313 00:11:50,143 --> 00:11:52,191 Click and drag on the collision 314 00:11:52,447 --> 00:11:53,983 2D in the area 2 315 00:11:54,239 --> 00:11:55,007 Now bring us all 316 00:11:55,263 --> 00:11:59,871 And then I'm going to hit control and hold control and then release my mouse button 317 00:12:00,127 --> 00:12:01,919 And I will generate and I'm ready for 318 00:12:02,431 --> 00:12:03,455 Collision shape 319 00:12:03,711 --> 00:12:04,223 2D 320 00:12:04,479 --> 00:12:08,063 Now me on area entered we want to set the collision shape 2D 321 00:12:08,319 --> 00:12:09,343 Disabled however 322 00:12:09,599 --> 00:12:13,439 We cannot do that in a physics callback that will give us an error 323 00:12:13,695 --> 00:12:17,279 You generally speaking cannot modify anything about collision shape 324 00:12:17,791 --> 00:12:20,863 In an on area entered or on body and turn 325 00:12:21,119 --> 00:12:21,631 Signal 326 00:12:21,887 --> 00:12:24,191 That is a special event that 327 00:12:24,703 --> 00:12:26,495 Good ol' warned you again Spotify 328 00:12:27,007 --> 00:12:28,799 Let's do this let's create a 329 00:12:29,311 --> 00:12:31,359 Function called disable 330 00:12:31,615 --> 00:12:32,383 Collision 331 00:12:33,407 --> 00:12:35,199 And then we're going to say 332 00:12:36,479 --> 00:12:39,039 Collision shape to the disabled 333 00:12:39,295 --> 00:12:40,575 Is equal to true 334 00:12:41,087 --> 00:12:43,647 And then in our honour enter 335 00:12:43,903 --> 00:12:44,927 Let's do 336 00:12:45,439 --> 00:12:46,207 Callable 337 00:12:46,463 --> 00:12:47,999 And then in parentheses 338 00:12:48,767 --> 00:12:50,303 A reference to disable 339 00:12:53,631 --> 00:12:54,399 And then we're going to call 340 00:12:54,911 --> 00:12:55,679 Call Dave 341 00:12:56,191 --> 00:12:59,775 So this will do is this a ok we want to call this method here 342 00:13:00,031 --> 00:13:00,543 But 343 00:13:00,799 --> 00:13:03,615 On the next idle frame so outside of the 344 00:13:03,871 --> 00:13:04,383 Physics 345 00:13:05,407 --> 00:13:06,175 Process 346 00:13:06,431 --> 00:13:09,503 So now let's go ahead and collect some vials and see if that 347 00:13:09,759 --> 00:13:11,039 Looks a little bit 348 00:13:13,343 --> 00:13:14,879 That's looking much nice 349 00:13:15,903 --> 00:13:17,695 Now I'm still getting some weirdness 350 00:13:17,951 --> 00:13:20,511 With the rotation I think it's mostly looking ok 351 00:13:20,767 --> 00:13:24,607 It's just it's pointing in the opposite direction when it does the first back 352 00:13:25,119 --> 00:13:26,399 So we can 353 00:13:26,911 --> 00:13:27,679 6 354 00:13:28,191 --> 00:13:30,495 I think the simple fix for that is just going to be 355 00:13:30,751 --> 00:13:32,799 To always point at the player 356 00:13:33,311 --> 00:13:34,591 Instead of pointing 357 00:13:34,847 --> 00:13:37,407 From the start position to the current global position 358 00:13:37,663 --> 00:13:39,711 Let's point from the start position to the 359 00:13:40,223 --> 00:13:41,759 Claire Lopez 360 00:13:44,319 --> 00:13:45,087 What's a flower 361 00:13:47,391 --> 00:13:48,415 Alright that's looking good 362 00:13:48,671 --> 00:13:51,743 And let's make this a little bit smooth 363 00:13:51,999 --> 00:13:54,559 By interpolating the rotation 364 00:13:55,327 --> 00:13:56,095 So let's do 365 00:13:56,863 --> 00:13:58,655 What's another variable called target 366 00:13:59,423 --> 00:14:01,215 Rotation degrees 367 00:14:01,727 --> 00:14:03,263 Let's copy this line 368 00:14:04,031 --> 00:14:05,311 Work at this line Rider 369 00:14:05,567 --> 00:14:06,591 And set 370 00:14:06,847 --> 00:14:08,895 The target rotation degrees equal to that line 371 00:14:09,407 --> 00:14:11,711 Never going to say rotation degrees is equal to 372 00:14:12,223 --> 00:14:12,991 Learn 373 00:14:13,247 --> 00:14:15,807 Which is just a normal function which allows is to learn 374 00:14:16,063 --> 00:14:16,575 Between 375 00:14:17,087 --> 00:14:20,159 Let's Learn between the current rotation degrees value 376 00:14:20,671 --> 00:14:22,719 And the target rotation degrees 377 00:14:23,487 --> 00:14:24,511 And our way 378 00:14:25,023 --> 00:14:27,583 Let's do that trick again 1 - 379 00:14:27,839 --> 00:14:28,607 Exp 380 00:14:28,863 --> 00:14:30,911 And then let's do negative 381 00:14:31,167 --> 00:14:31,679 Get 382 00:14:32,191 --> 00:14:32,959 Process 383 00:14:33,215 --> 00:14:33,727 What a time 384 00:14:33,983 --> 00:14:37,055 So again this is the framerate independent variable that we have been using 385 00:14:37,311 --> 00:14:40,639 And we don't actually want to use alert we want to use 386 00:14:41,151 --> 00:14:42,431 Angle instead 387 00:14:43,199 --> 00:14:48,319 And the reason is because this is essentially a special method that will handle smoothly interpolate 388 00:14:48,575 --> 00:14:49,087 Between 389 00:14:49,343 --> 00:14:49,855 When it 390 00:14:50,111 --> 00:14:50,623 Flips 391 00:14:50,879 --> 00:14:55,231 So there is a position there is a point where once you rotate past a certain point 392 00:14:55,487 --> 00:14:57,791 The sign of the angle actually flips 393 00:14:58,047 --> 00:14:59,839 And if you don't use alert angle 394 00:15:00,095 --> 00:15:03,167 Then you will see your angle just flipping incident 395 00:15:03,679 --> 00:15:09,567 At one point so you can play with it you can use a look and see what I'm talking about the angle is what you should be using when you're learning 396 00:15:09,823 --> 00:15:10,335 Angles 397 00:15:10,591 --> 00:15:15,199 When we use angle instead of work we actually have to convert these degrees 398 00:15:15,455 --> 00:15:16,223 2 399 00:15:16,479 --> 00:15:17,503 Simple Road 400 00:15:18,015 --> 00:15:20,575 So let's change holidays degrees then 401 00:15:20,831 --> 00:15:21,855 2 rotation 402 00:15:23,135 --> 00:15:25,439 So that's in radians equals angle 403 00:15:25,695 --> 00:15:30,047 Going to do rotation from our current rotation to 404 00:15:31,071 --> 00:15:34,143 Calling this target rotation degrees let's rename this bye 405 00:15:34,399 --> 00:15:36,191 Hi lighting and heating control 406 00:15:36,959 --> 00:15:37,471 Target 407 00:15:37,727 --> 00:15:38,751 Rotation 408 00:15:39,007 --> 00:15:41,055 So that will rename both the same time 409 00:15:41,311 --> 00:15:42,591 And then we'll get rid of this red 410 00:15:42,847 --> 00:15:43,615 2 dead 411 00:15:46,175 --> 00:15:47,967 And one stand put dead 412 00:15:48,223 --> 00:15:49,759 To ride around 413 00:15:50,271 --> 00:15:50,783 The nine 414 00:15:51,807 --> 00:15:52,831 So that we can get 415 00:15:53,087 --> 00:15:54,367 90 degrees in 416 00:15:55,135 --> 00:15:56,671 Alright let's see how the 417 00:15:59,231 --> 00:16:02,303 That's looking great I am really happy with Alex look 418 00:16:02,559 --> 00:16:06,655 I'm going to make one change in here and instead of doing x negative 419 00:16:06,911 --> 00:16:09,471 Get process all the time I'm going to do -2 420 00:16:09,727 --> 00:16:11,263 Times get prices delta time 421 00:16:11,519 --> 00:16:15,615 Just to make a girl a little bit faster in terms of the rotation 422 00:16:17,919 --> 00:16:19,967 Alright that's looking great so now we've got 423 00:16:20,223 --> 00:16:22,015 A good amount of Motion 424 00:16:22,271 --> 00:16:23,039 In our 425 00:16:23,551 --> 00:16:26,367 Are experienced violence and it's looking a lot better now 426 00:16:26,623 --> 00:16:28,415 And one final thing that we can do 427 00:16:28,671 --> 00:16:30,719 How to make this look a little bit better 428 00:16:30,975 --> 00:16:33,535 Is we can actually scale 429 00:16:33,791 --> 00:16:34,303 The 430 00:16:34,559 --> 00:16:38,655 Vials out so that it looks a little bit smooth like they're being collect 431 00:16:39,167 --> 00:16:43,263 We need to do that is let's go towards screen and let's do tween dot 432 00:16:43,519 --> 00:16:44,287 Set pair 433 00:16:44,799 --> 00:16:50,943 No a twin upset parallel does is a run all of the tweeners in parallel so this is one tweener right here 434 00:16:51,199 --> 00:16:52,223 We're going to create another one 435 00:16:52,735 --> 00:16:53,759 Which is tween 436 00:16:54,783 --> 00:16:55,295 Start 437 00:16:56,063 --> 00:16:56,831 Between property 438 00:16:57,343 --> 00:17:00,159 We're going to tween the property of the Sprite 2 439 00:17:00,671 --> 00:17:04,255 So let's go ahead and grabbing already reference to the Sprite 2D 440 00:17:04,511 --> 00:17:05,279 Bye 441 00:17:05,535 --> 00:17:09,887 Dragging this over into the editor and holding control to do on ready or you can type it out 442 00:17:10,143 --> 00:17:13,471 Do you prefer and I'm going to actually call this Sprite instead of Sky 443 00:17:13,727 --> 00:17:14,239 Today 444 00:17:15,007 --> 00:17:18,847 So back down to this line to win the dream property between sprite 445 00:17:19,103 --> 00:17:21,151 The property that we're going to tween is scale 446 00:17:21,663 --> 00:17:22,175 Enquire 447 00:17:22,687 --> 00:17:27,551 So if you're unfamiliar with what the property is called you can just scroll down into the 448 00:17:27,807 --> 00:17:28,575 Editor here 449 00:17:28,831 --> 00:17:32,671 Scroll down to transform if you have her over it it will tell you what the property 450 00:17:33,439 --> 00:17:34,207 Flat scale 451 00:17:34,719 --> 00:17:37,023 And then we're going to say we were 452 00:17:37,535 --> 00:17:40,607 Transition to Vector 2.0 this is our final 453 00:17:40,863 --> 00:17:41,631 Value here 454 00:17:41,887 --> 00:17:45,215 And we wanted to be a duration of let's 8.1 455 00:17:46,495 --> 00:17:47,775 Now the problem here 456 00:17:48,031 --> 00:17:52,127 Is that when we have set parallel both of these are going to run at the same time 457 00:17:52,639 --> 00:17:54,687 And so is this tween callback 458 00:17:54,943 --> 00:17:55,967 Which is that what we are 459 00:17:56,479 --> 00:17:59,295 So they fix the twin call back being called too early 460 00:17:59,551 --> 00:18:00,063 We can 461 00:18:00,319 --> 00:18:02,111 Do tween dart charge 462 00:18:02,623 --> 00:18:04,671 You might win that changed as it says 463 00:18:04,927 --> 00:18:07,487 Wait for all of the previous twins 464 00:18:07,743 --> 00:18:08,511 To finish 465 00:18:08,767 --> 00:18:10,303 Before moving on to the next 466 00:18:11,071 --> 00:18:11,583 So 467 00:18:11,839 --> 00:18:14,143 Now or collect only be called when both of these 468 00:18:14,655 --> 00:18:17,471 Are we still the problem of this point one 5 seconds 469 00:18:17,727 --> 00:18:20,543 Is quicker than a .5 seconds we have a pier 470 00:18:20,799 --> 00:18:22,591 And because these are running in parallel 471 00:18:22,847 --> 00:18:27,199 That means that between out before it has a chance to do any of this animation 472 00:18:27,711 --> 00:18:31,551 And so what we're going to do is I'm going to set a delay here so I'm going to say sorry 473 00:18:31,807 --> 00:18:33,343 Underscore delay 474 00:18:33,599 --> 00:18:36,159 Animal set a delayed 2.35 475 00:18:36,671 --> 00:18:37,951 And so this is going to say why 476 00:18:38,207 --> 00:18:41,535 .35 seconds before you animated thing 477 00:18:41,791 --> 00:18:44,095 And take a .15 seconds to do it 478 00:18:44,351 --> 00:18:48,447 And that what had up to be .5 seconds total which is the same value as 479 00:18:48,959 --> 00:18:53,567 Let's go ahead and Run the game and make sure that this is working as we expect 480 00:18:53,823 --> 00:18:55,103 Now the vile should be 481 00:18:55,359 --> 00:18:56,127 Feeding 482 00:18:56,383 --> 00:18:57,151 Nothing 483 00:18:58,175 --> 00:19:01,503 And if that's a little bit too quick of a fade out for you 484 00:19:01,759 --> 00:19:04,831 I think it is for me I might see if I can get away with 485 00:19:05,087 --> 00:19:07,647 5 for the scale duration 486 00:19:07,903 --> 00:19:08,671 And then changes 487 00:19:08,927 --> 00:19:10,207 2.45 delay 488 00:19:14,047 --> 00:19:17,631 Alright it's very subtle but sometimes salty Is All You Need 489 00:19:18,143 --> 00:19:19,423 I really like that look 490 00:19:20,703 --> 00:19:22,239 It doesn't abruptly 491 00:19:22,495 --> 00:19:27,103 Leave existence anymore you can see a few frames of it actually sliding out 492 00:19:27,615 --> 00:19:30,943 You can't looks like it's going to the players inventory so I think that looks real 493 00:19:31,455 --> 00:19:36,831 Ok so that was a long lesson but that is a good introduction to tweens and how powerful they are 494 00:19:37,087 --> 00:19:39,647 It's a nice way of ending things in code 495 00:19:39,903 --> 00:19:41,951 And like I said doing things 496 00:19:42,207 --> 00:19:45,023 In a way where you might have variable 497 00:19:46,047 --> 00:19:46,559 Think about 498 00:19:46,815 --> 00:19:50,143 Doing this with an animation player how would you make a vile 499 00:19:50,399 --> 00:19:53,983 Travel toward the player pointing in the direction of the player 500 00:19:54,239 --> 00:19:58,847 If you want using a tweet that would be almost impossible if not outright impossible to a comp 501 00:19:59,103 --> 00:20:00,639 With a plain old animation player 502 00:20:00,895 --> 00:20:02,687 This is where Queen's really sure 503 00:20:03,199 --> 00:20:06,783 And before I conclude the lesson that's on comment out 504 00:20:07,039 --> 00:20:08,319 Game event starting 505 00:20:08,575 --> 00:20:12,671 Experienced vinyl collected and a let's go back to our basic enemy 506 00:20:12,927 --> 00:20:16,511 Add make sure you put the strap percent in the Vial dropped and 507 00:20:17,023 --> 00:20:17,791 Back down 508 00:20:18,047 --> 00:20:18,815 835 509 00:20:19,071 --> 00:20:20,607 Or whatever number you feel country 510 00:20:21,631 --> 00:20:24,447 And let's do a quick verification that we can still 511 00:20:24,703 --> 00:20:25,215 Level 512 00:20:27,519 --> 00:20:29,311 Hi perfect everything is working 513 00:20:29,567 --> 00:20:31,615 And that's it for vile 514 00:20:31,871 --> 00:20:32,639 Pick up animation 34630

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