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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,584 Let's continue by making a hip flash 2 00:00:03,840 --> 00:00:06,400 For our enemy so in addition to 3 00:00:06,656 --> 00:00:10,752 Showing the damage numbers when enemy hit were asking to flash the enemy 4 00:00:11,008 --> 00:00:12,032 82 very quickly this 5 00:00:12,288 --> 00:00:13,312 A very Common 6 00:00:13,568 --> 00:00:14,848 In games to convert 7 00:00:15,104 --> 00:00:15,872 The player that died 8 00:00:16,128 --> 00:00:16,896 Has been done 9 00:00:17,152 --> 00:00:17,664 To the 10 00:00:18,176 --> 00:00:19,712 And so yeah let's get ready 11 00:00:19,968 --> 00:00:21,760 We're going to take a component base 12 00:00:22,016 --> 00:00:22,784 Approach again 13 00:00:23,040 --> 00:00:24,064 Just let me have 14 00:00:24,320 --> 00:00:26,112 Reusable component that we can use 15 00:00:26,624 --> 00:00:28,928 Instead of duplicating code in 16 00:00:29,184 --> 00:00:29,696 French plaits 17 00:00:30,208 --> 00:00:31,232 Now it's all a trick 18 00:00:31,488 --> 00:00:33,280 And you'll see why it's tricky 19 00:00:33,536 --> 00:00:34,304 In 20 00:00:34,560 --> 00:00:35,072 Little 21 00:00:35,328 --> 00:00:35,840 But 22 00:00:36,096 --> 00:00:36,864 Here's one I'm going to 23 00:00:37,376 --> 00:00:39,168 Let's create a new 24 00:00:39,680 --> 00:00:40,192 Scene 25 00:00:40,448 --> 00:00:41,728 And give it a true type 26 00:00:41,984 --> 00:00:42,752 2D scene 27 00:00:43,008 --> 00:00:45,056 Let's call it a hip flask 28 00:00:45,824 --> 00:00:46,592 Composed 29 00:00:46,848 --> 00:00:47,360 Just like 30 00:00:47,616 --> 00:00:49,408 And then we can see that in SIA 31 00:00:50,176 --> 00:00:50,688 Component 32 00:00:51,968 --> 00:00:55,808 So we've got our hit flash components saved let's go ahead and create a screw 33 00:00:56,320 --> 00:00:57,600 With the default settings is fine 34 00:00:58,112 --> 00:01:00,141 Let's do an export variable 35 00:01:00,143 --> 00:01:02,747 Subtitled by online-courses.club We compress knowledge for you! 36 00:01:02,748 --> 00:01:02,720 What do we want to export we want to 37 00:01:02,976 --> 00:01:03,488 Westport 38 00:01:03,744 --> 00:01:08,352 A variable that represents the health components of lets.do export via health compare 39 00:01:08,864 --> 00:01:10,144 And that sort of type no 40 00:01:10,656 --> 00:01:14,240 Turn the lights to another one export 41 00:01:14,496 --> 00:01:15,008 Sprite 42 00:01:15,776 --> 00:01:16,544 And that will be 43 00:01:17,824 --> 00:01:18,848 Sprite 2D 44 00:01:19,104 --> 00:01:19,616 Just likes 45 00:01:19,872 --> 00:01:21,920 Ok so let's create a 46 00:01:22,176 --> 00:01:24,224 Ready method override 47 00:01:24,480 --> 00:01:27,296 Here and we're going to take this health compound 48 00:01:27,808 --> 00:01:31,392 And we are going to connect to the health changed 49 00:01:31,648 --> 00:01:32,416 Signal 50 00:01:32,672 --> 00:01:33,952 Health component 51 00:01:34,208 --> 00:01:34,976 Health check 52 00:01:35,488 --> 00:01:36,256 Dartconnect 53 00:01:36,768 --> 00:01:37,280 On 54 00:01:37,792 --> 00:01:38,304 Health 55 00:01:38,560 --> 00:01:39,072 Change 56 00:01:40,352 --> 00:01:41,888 Let's Create that function 57 00:01:42,144 --> 00:01:43,168 For honour 58 00:01:43,424 --> 00:01:43,936 Change 59 00:01:44,960 --> 00:01:45,728 I was just 60 00:01:45,984 --> 00:01:46,496 Passing 61 00:01:48,288 --> 00:01:51,360 Let's take a look at our health component by opening that 62 00:01:51,616 --> 00:01:53,920 NR health component here 63 00:01:54,176 --> 00:01:55,200 When it is midday 64 00:01:55,456 --> 00:01:56,480 Changed signal 65 00:01:56,736 --> 00:01:58,272 It doesn't have any r 66 00:01:58,784 --> 00:02:02,112 So we should be good with just a function with no arguments in our head 67 00:02:02,368 --> 00:02:03,392 Which component script 68 00:02:04,160 --> 00:02:05,952 Now this is where things get a little bit 69 00:02:06,464 --> 00:02:09,024 Before we go any further we need to write 70 00:02:09,536 --> 00:02:10,560 A shader 71 00:02:10,816 --> 00:02:13,376 And so I'm going to go to the 2D mode here 72 00:02:13,632 --> 00:02:15,168 In the Hitler's component 73 00:02:15,680 --> 00:02:17,728 I'm going to add each child node 74 00:02:17,984 --> 00:02:18,496 That is a 75 00:02:19,008 --> 00:02:21,056 Right now this is just going to be temporary 76 00:02:21,568 --> 00:02:24,128 So that we can see what we're doing when we write our sheet 77 00:02:24,384 --> 00:02:25,920 And I'm going to search 78 00:02:26,176 --> 00:02:30,272 You can use any spray that you want I'm just going to drag the wizard anime over 79 00:02:30,528 --> 00:02:31,040 The texture 80 00:02:31,296 --> 00:02:32,320 Just that we can have 81 00:02:33,088 --> 00:02:37,952 So select that Sprite 2D and scroll down all the way to the bottom until you see 82 00:02:38,208 --> 00:02:39,744 The material 83 00:02:40,768 --> 00:02:42,304 Click that drop down and then say 84 00:02:42,560 --> 00:02:43,840 New shader material 85 00:02:44,096 --> 00:02:44,864 And then 86 00:02:45,120 --> 00:02:46,144 Click into that 87 00:02:48,192 --> 00:02:49,472 There's a Shearer property here 88 00:02:49,984 --> 00:02:51,776 Quickly empty and click a new shed 89 00:02:52,288 --> 00:02:53,312 And this 90 00:02:53,568 --> 00:02:57,152 Should be fine you can create a different shaded directory if you were 91 00:02:58,176 --> 00:03:01,248 But I think we'll just leave it in the component directory that's fine 92 00:03:01,760 --> 00:03:02,272 For me 93 00:03:02,528 --> 00:03:03,296 So I'm going to create 94 00:03:04,320 --> 00:03:05,856 And then click Internet shirt 95 00:03:06,112 --> 00:03:06,624 2 96 00:03:07,136 --> 00:03:07,648 Open and 97 00:03:07,904 --> 00:03:13,536 Cancel this is our shader editor in Italy pre-populated with these lines and shaded white canvas item 98 00:03:13,792 --> 00:03:15,072 And void 99 00:03:15,584 --> 00:03:20,704 Cheetahs are one of those things that it's going to be impossible to describe them adequately 100 00:03:20,960 --> 00:03:22,240 In a single lesson 101 00:03:22,496 --> 00:03:23,264 These are 102 00:03:23,520 --> 00:03:25,568 Very complicated things that 103 00:03:25,824 --> 00:03:26,336 Kante 104 00:03:26,592 --> 00:03:28,128 Long time to get 105 00:03:28,384 --> 00:03:29,408 A grasp of 106 00:03:29,664 --> 00:03:30,688 Premier do my 107 00:03:30,944 --> 00:03:31,968 To get you interested 108 00:03:32,480 --> 00:03:33,248 The concept of 109 00:03:33,504 --> 00:03:34,016 Sheila 110 00:03:35,040 --> 00:03:36,320 Hopefully that can kick off 111 00:03:36,576 --> 00:03:38,368 Sam further learning for you 112 00:03:38,624 --> 00:03:42,720 So the Shield type of line here is just telling us what the type of the shaver 113 00:03:43,232 --> 00:03:46,048 For to the applications we want to use 114 00:03:46,304 --> 00:03:47,584 Which is what it is 115 00:03:48,096 --> 00:03:49,888 And then there's this void 116 00:03:50,144 --> 00:03:52,704 And this is a function that will be called 117 00:03:52,960 --> 00:03:54,496 On each pixel 118 00:03:54,752 --> 00:03:55,264 That 119 00:03:55,520 --> 00:03:56,800 Exists in the 120 00:03:57,312 --> 00:03:59,616 And there are a number of constants 121 00:03:59,872 --> 00:04:00,640 Come in 122 00:04:00,896 --> 00:04:01,920 A fragment function 123 00:04:02,176 --> 00:04:02,944 That we can 124 00:04:03,712 --> 00:04:06,016 And this is all done under the hood behind the scenes 125 00:04:06,272 --> 00:04:08,064 You can do this as a method that 126 00:04:08,320 --> 00:04:09,088 Overriding 127 00:04:10,368 --> 00:04:11,904 Specify the shaded function 128 00:04:12,416 --> 00:04:17,024 So the first thing that we should know about is the colour constant which is an all caps colour 129 00:04:17,280 --> 00:04:18,559 And this is the way that you 130 00:04:18,815 --> 00:04:19,583 The colour of 131 00:04:19,839 --> 00:04:20,863 The pixel 132 00:04:21,119 --> 00:04:24,191 This fragment function runs for every pixel in the shade 133 00:04:24,447 --> 00:04:27,007 So we can say colour is equal to 134 00:04:27,263 --> 00:04:27,775 Now 135 00:04:28,031 --> 00:04:29,823 A colour is represented as a verb 136 00:04:30,079 --> 00:04:32,639 4 witches of 4 parameter 137 00:04:32,895 --> 00:04:33,663 Or for 138 00:04:33,919 --> 00:04:34,687 Element 139 00:04:35,455 --> 00:04:36,991 And so we can represent 140 00:04:37,247 --> 00:04:38,015 Perfect for 141 00:04:38,271 --> 00:04:44,159 Just like so and we can do this apply for arguments here or against buy one argument because that will be duplicated all 142 00:04:44,415 --> 00:04:45,439 Across all the 143 00:04:45,951 --> 00:04:48,511 And then we do need to end our statements with 144 00:04:49,023 --> 00:04:49,535 Sell my car 145 00:04:50,047 --> 00:04:53,887 So if I just simply write this line what I've told the shooter to do 146 00:04:54,143 --> 00:04:56,191 Is make every pixel in 147 00:04:56,447 --> 00:04:56,959 The texture 148 00:04:57,215 --> 00:04:57,727 White 149 00:04:57,983 --> 00:05:00,543 Now you'll notice that also affects the transparent 150 00:05:00,799 --> 00:05:01,311 Because 151 00:05:01,567 --> 00:05:02,591 Transparent picture 152 00:05:02,847 --> 00:05:04,383 Exist in the image there just try 153 00:05:05,407 --> 00:05:07,967 Ok so how's that help well we essentially 154 00:05:08,223 --> 00:05:08,735 Turn the 155 00:05:08,991 --> 00:05:09,759 All white 156 00:05:10,015 --> 00:05:11,295 When anime gets here 157 00:05:11,807 --> 00:05:13,599 But we're not quite done with the shade 158 00:05:14,111 --> 00:05:16,927 So what we need to do first as we need the first crab 159 00:05:17,183 --> 00:05:17,695 The 160 00:05:17,951 --> 00:05:19,999 Colour of the pixel coming from the shower 161 00:05:20,511 --> 00:05:21,791 And select create a new 162 00:05:22,047 --> 00:05:23,583 Variable and we're going to say 163 00:05:23,839 --> 00:05:24,863 Vac for 164 00:05:25,375 --> 00:05:28,191 And in the shader language you have to specify the time 165 00:05:28,703 --> 00:05:29,215 That 166 00:05:29,471 --> 00:05:30,495 You are using you 167 00:05:31,007 --> 00:05:31,519 Music via 168 00:05:31,775 --> 00:05:33,055 Solvac for 169 00:05:33,567 --> 00:05:34,591 Texture colour 170 00:05:34,847 --> 00:05:36,127 Text underscore 171 00:05:36,383 --> 00:05:37,151 Is equal to 172 00:05:37,663 --> 00:05:39,455 Texture which is a function 173 00:05:39,967 --> 00:05:40,991 In parentheses 174 00:05:41,247 --> 00:05:42,527 Learning or cabs 175 00:05:42,783 --> 00:05:43,551 Texture 176 00:05:44,063 --> 00:05:45,087 Can an orca 177 00:05:45,343 --> 00:05:45,855 Cuv 178 00:05:46,111 --> 00:05:46,879 And then put it all in 179 00:05:47,391 --> 00:05:50,719 And a letter place this colour line right here with 180 00:05:50,975 --> 00:05:51,999 Texture colour 181 00:05:52,767 --> 00:05:54,559 Ok so what is this line doing 182 00:05:54,815 --> 00:06:00,447 We're saying let's create a texture colour variable that is of type vector for cos remember colours are 183 00:06:00,703 --> 00:06:03,263 Red green blue and Alpha 184 00:06:03,775 --> 00:06:04,799 So that's 4 185 00:06:05,823 --> 00:06:09,663 And then the texture function tells us ok we want to read 186 00:06:10,175 --> 00:06:11,199 The value 187 00:06:11,455 --> 00:06:12,991 Of a pixel 188 00:06:13,247 --> 00:06:16,575 At the specified texture at the specified UV 189 00:06:16,831 --> 00:06:18,111 Now this texture 190 00:06:18,367 --> 00:06:21,183 May seem like magic but this is one of those Constance 191 00:06:21,439 --> 00:06:22,719 That's coming into the funk 192 00:06:23,231 --> 00:06:26,559 Soudal already knows that the texture that attach 193 00:06:27,583 --> 00:06:28,607 Is this 194 00:06:28,863 --> 00:06:31,423 Stay here and so it's stuff that text you 195 00:06:31,679 --> 00:06:32,959 Data into this car 196 00:06:34,239 --> 00:06:35,519 And then the UV 197 00:06:35,775 --> 00:06:37,823 Is essentially a corner 198 00:06:38,079 --> 00:06:38,847 It's a vector to 199 00:06:39,359 --> 00:06:41,151 Wait between 0 and 1 in the 200 00:06:41,407 --> 00:06:42,943 0 and 1 in the Y 201 00:06:43,199 --> 00:06:44,479 That represents 202 00:06:44,735 --> 00:06:45,503 The position 203 00:06:46,015 --> 00:06:47,807 Of the pixel that were looking at in the 10 204 00:06:48,319 --> 00:06:49,343 And I guess that's just 205 00:06:49,599 --> 00:06:53,695 I'm sure there's a lot of technical optimisations behind why UV 206 00:06:53,951 --> 00:06:54,463 Is 207 00:06:54,719 --> 00:06:57,023 Who won in the accident 021 in the way 208 00:06:57,279 --> 00:06:58,559 So basically that's the person 209 00:06:58,815 --> 00:06:59,583 From the 210 00:06:59,839 --> 00:07:00,863 And the percent 211 00:07:01,119 --> 00:07:02,399 The top that real 212 00:07:03,423 --> 00:07:06,751 Would be in the top left corner here 213 00:07:07,007 --> 00:07:07,775 And then 214 00:07:08,031 --> 00:07:12,127 You know point 5.5 would be in the middle and again UV is 215 00:07:12,639 --> 00:07:15,199 Being passed in for us as a constant 216 00:07:15,711 --> 00:07:16,223 So 217 00:07:16,479 --> 00:07:20,063 This fragment has been called essentially for each pixel 218 00:07:20,319 --> 00:07:22,111 Orridge UV core network 219 00:07:22,879 --> 00:07:23,391 Ok 220 00:07:23,903 --> 00:07:30,047 So what these two lines together are doing is saying grab the colour of the current pixel that were looking at 221 00:07:30,303 --> 00:07:32,863 And then assign our colour out 222 00:07:33,119 --> 00:07:33,631 Switch to that 223 00:07:34,655 --> 00:07:36,959 Ok I'm going to remove this comment because we don't need it 224 00:07:37,215 --> 00:07:41,567 So this is a very basic tool I'm sure that essentially just writes the text 225 00:07:41,823 --> 00:07:42,847 Switch on the screen ok 226 00:07:43,103 --> 00:07:45,407 So how do we actually manipulate the stag 227 00:07:45,919 --> 00:07:47,967 In our case we want to make the Sprite alright 228 00:07:48,991 --> 00:07:49,759 How can we do 229 00:07:50,271 --> 00:07:53,343 To make our character or our text you're always 230 00:07:53,855 --> 00:07:56,927 We can use the mix function which is 231 00:07:57,183 --> 00:08:03,071 Essentially the same as linear interpolate we've used the linear interpolate in quite a few places already 232 00:08:03,327 --> 00:08:04,863 And we can do the same in shade 233 00:08:05,119 --> 00:08:05,887 It's just the funk 234 00:08:06,143 --> 00:08:06,911 When's our call 235 00:08:07,423 --> 00:08:09,471 A little bit different with the name the little that differ 236 00:08:09,727 --> 00:08:12,031 So we want to essentially 237 00:08:12,287 --> 00:08:13,055 Mix 238 00:08:13,311 --> 00:08:14,335 Between why 239 00:08:15,871 --> 00:08:19,967 The colour because we want the flash to happen and then for it to fade Out 240 00:08:20,223 --> 00:08:23,807 And so that implies that we need a transition 241 00:08:24,063 --> 00:08:25,343 Or a linear inter 242 00:08:25,855 --> 00:08:30,975 Ok so how we can do that well first let's write our lines so let's do that for 243 00:08:31,487 --> 00:08:34,047 Final underscore colour is equal to 244 00:08:34,303 --> 00:08:35,071 Makes 245 00:08:35,583 --> 00:08:36,607 An open for rent 246 00:08:37,119 --> 00:08:38,655 Pixar texture colour 247 00:08:38,911 --> 00:08:40,191 And we're going to mix two 248 00:08:40,447 --> 00:08:42,751 Vector 4 in Lincoln represent 249 00:08:43,263 --> 00:08:48,895 However were going to write 1.03 times for the RGB channels 250 00:08:49,151 --> 00:08:50,943 And then the alpha this is very 251 00:08:51,455 --> 00:08:53,759 We want to use the texture colour Alpha 252 00:08:54,271 --> 00:08:56,831 So we can do text to colour got a 253 00:08:57,087 --> 00:09:01,951 For alpha and then we can put let's say 1.0 as our third are 254 00:09:02,463 --> 00:09:03,999 And then end with a summer cold 255 00:09:04,511 --> 00:09:05,023 Ok 256 00:09:05,279 --> 00:09:09,631 And then our colour output can be instead of texture colour or cold 257 00:09:09,887 --> 00:09:10,655 Final colour 258 00:09:11,935 --> 00:09:14,495 And now you should see that you're texture 259 00:09:14,751 --> 00:09:15,263 Is all 260 00:09:15,519 --> 00:09:18,079 Let me explain this mix line a little bit more 261 00:09:19,103 --> 00:09:19,871 So we're mixing 262 00:09:20,127 --> 00:09:21,151 Which is lenient 263 00:09:21,407 --> 00:09:23,199 We're going from Artex to colour 264 00:09:23,711 --> 00:09:24,479 To White 265 00:09:24,991 --> 00:09:25,759 With this way 266 00:09:26,015 --> 00:09:30,111 So if I turn this one point out the end down to 5 or .5 267 00:09:30,367 --> 00:09:33,183 That will be halfway between the texture colour and purity 268 00:09:33,695 --> 00:09:39,583 Now what is this factor for in here while this factor 4 is a colour right this is another colour that with representing 269 00:09:39,839 --> 00:09:43,167 And wait is a value of 1.0 270 00:09:43,423 --> 00:09:45,983 In all the RGB HR 271 00:09:46,751 --> 00:09:49,311 But if we don't put a texture colour in here 272 00:09:49,567 --> 00:09:51,359 And instead do 1.0 273 00:09:51,615 --> 00:09:54,175 You can see that now has filled in 274 00:09:54,687 --> 00:09:55,711 The entire box 275 00:09:56,223 --> 00:09:57,759 So we need to use texture colour 276 00:09:58,015 --> 00:10:00,319 Start a witch is how we reference 277 00:10:00,345 --> 00:10:02,504 Subtitled by online-courses.club We compress knowledge for you! 278 00:10:02,505 --> 00:10:01,855 The alpha channel of the 279 00:10:02,367 --> 00:10:03,647 Colour which is a factor of 4 280 00:10:04,415 --> 00:10:04,927 And 281 00:10:05,183 --> 00:10:09,535 That way we can preserve the transparency of the pixels that are supposed to be transferred 282 00:10:10,047 --> 00:10:11,839 A quick word on accessing 283 00:10:12,095 --> 00:10:13,631 Text akala with this 284 00:10:14,143 --> 00:10:20,287 I believe this is known as swizzling in that is taking a certain number of the elements 285 00:10:20,799 --> 00:10:22,079 From a vector for 286 00:10:22,335 --> 00:10:24,895 By using this sort of dot notation so 287 00:10:25,151 --> 00:10:25,919 I could say 288 00:10:26,687 --> 00:10:27,455 Vector 289 00:10:27,967 --> 00:10:28,991 Texture colour 290 00:10:29,247 --> 00:10:31,807 Is a vector example 291 00:10:32,319 --> 00:10:34,111 Is equal to texture colour 292 00:10:34,367 --> 00:10:34,879 Start 293 00:10:35,903 --> 00:10:39,487 In what this what do is this will get me a vector 2 294 00:10:39,743 --> 00:10:42,815 Where the first component is the alpha value 295 00:10:43,071 --> 00:10:45,887 Put the texture colour and the second component or the Wykeham 296 00:10:46,399 --> 00:10:47,167 Is the 297 00:10:47,423 --> 00:10:49,727 Read channel value of the 298 00:10:49,983 --> 00:10:50,495 Switch the colour 299 00:10:50,751 --> 00:10:51,775 So I can say 300 00:10:52,031 --> 00:10:54,847 For the final colour downhill my remove this example 301 00:10:55,359 --> 00:10:59,199 For the final colour I could technically do this I can do RGB 302 00:10:59,711 --> 00:11:00,479 Like so 303 00:11:00,735 --> 00:11:02,271 And it wouldn't change anything 304 00:11:02,527 --> 00:11:05,599 Because this is essentially constructing a new vicar for 305 00:11:05,855 --> 00:11:07,135 With each other 306 00:11:07,391 --> 00:11:10,719 From each of these channels in that order course I don't need to do that 307 00:11:10,975 --> 00:11:11,743 But that is used 308 00:11:11,999 --> 00:11:17,375 Because there are some instances where you don't want to change the alpha value and I want to say for instance 309 00:11:17,631 --> 00:11:21,727 Here I just want to change the RGB so I can say color.rgb 310 00:11:21,983 --> 00:11:25,311 No I'm going to get an error because this is a vector for inside of a 311 00:11:26,591 --> 00:11:28,383 It's here but I can do final colour 312 00:11:28,639 --> 00:11:29,151 RGB 313 00:11:29,663 --> 00:11:30,175 And 314 00:11:30,431 --> 00:11:31,199 Science off 315 00:11:31,455 --> 00:11:34,271 Alright so that's a little bit about mix 316 00:11:34,527 --> 00:11:37,855 Now what is this one point of this is how we control 317 00:11:38,111 --> 00:11:39,903 How bright HR 318 00:11:40,159 --> 00:11:40,927 Is in Irish 319 00:11:41,439 --> 00:11:42,719 And this is where uniforms 320 00:11:42,975 --> 00:11:45,535 This is how were going to be able to control this value 321 00:11:45,791 --> 00:11:47,327 From outside of the show 322 00:11:47,839 --> 00:11:49,375 So let's do this let's do 323 00:11:49,631 --> 00:11:52,447 At the top above fragment in below the shadertoy 324 00:11:54,495 --> 00:11:55,007 Hello 325 00:11:55,519 --> 00:11:56,543 What colour 326 00:11:57,823 --> 00:11:59,615 And then we'll just go out and in that day 327 00:11:59,871 --> 00:12:00,895 Ok so now 328 00:12:01,151 --> 00:12:03,455 Instead of this 1.0 at the end of this 329 00:12:03,711 --> 00:12:04,223 Function 330 00:12:04,479 --> 00:12:05,503 I'm going to put in 331 00:12:07,807 --> 00:12:13,695 And what are the uniform is it essentially a variable that we can set from outside the shelter 332 00:12:13,951 --> 00:12:14,719 From something 333 00:12:14,975 --> 00:12:15,487 Make a genius 334 00:12:15,999 --> 00:12:17,791 So this is how you make your shaders variable 335 00:12:18,047 --> 00:12:20,863 And the cool thing about a girl is if I scrolled down 336 00:12:21,375 --> 00:12:23,679 To where my shelter material is 337 00:12:23,935 --> 00:12:26,751 You can see that under the shader parameters heading 338 00:12:27,775 --> 00:12:29,823 Percent is now available for me too 339 00:12:30,335 --> 00:12:31,359 And so I can actually 340 00:12:31,871 --> 00:12:32,895 Put in a value here 341 00:12:33,151 --> 00:12:35,711 And now you can see that it's it's changing over 342 00:12:35,967 --> 00:12:36,991 Like I do 1.0 343 00:12:37,247 --> 00:12:39,039 And I can change it from 344 00:12:39,551 --> 00:12:40,575 The editor now 345 00:12:40,831 --> 00:12:43,903 Call thing about uniforms in shaders as we can give them 346 00:12:44,159 --> 00:12:45,183 Propertyheads 347 00:12:45,439 --> 00:12:46,975 So that we could for example 348 00:12:47,231 --> 00:12:49,791 Constrain this range to be between 0 and 349 00:12:50,303 --> 00:12:52,095 The way that we can do that no shadow 350 00:12:53,375 --> 00:12:53,887 Colin 351 00:12:54,143 --> 00:12:55,935 Hint underscore range 352 00:12:56,191 --> 00:12:57,727 And then let's do 0.0 353 00:12:58,239 --> 00:12:58,751 And one 354 00:12:59,519 --> 00:13:00,543 Now you can see 355 00:13:00,799 --> 00:13:01,311 Mila 356 00:13:01,567 --> 00:13:02,591 Percent over here 357 00:13:02,847 --> 00:13:04,383 Now has a little slider button 358 00:13:04,639 --> 00:13:07,967 Or I can manually drag it between 0 and 1 359 00:13:08,223 --> 00:13:11,295 And it cannot exceed those values at least in the editor 360 00:13:11,551 --> 00:13:14,879 I believe that if you were going to cold and said it to something like a hundred 361 00:13:15,135 --> 00:13:16,159 That wouldn't stay 362 00:13:16,415 --> 00:13:18,719 You from doing that so this is a purely edit 363 00:13:18,975 --> 00:13:21,023 It is nice to know 364 00:13:21,279 --> 00:13:24,351 As let's say the game designer what does value is 365 00:13:24,607 --> 00:13:25,119 Supposed 366 00:13:25,631 --> 00:13:27,423 Salt there's are leprosy 367 00:13:27,935 --> 00:13:32,543 Our Hitler shower is working now so we just need to make it actually work 368 00:13:32,799 --> 00:13:34,591 And before we do that let's go ahead 369 00:13:34,847 --> 00:13:36,895 And save this material 370 00:13:37,151 --> 00:13:38,687 So I'm going to 371 00:13:38,943 --> 00:13:42,527 We already have the shader saved but I'm going to see the material as well so I'm good 372 00:13:43,039 --> 00:13:43,551 Save 373 00:13:43,807 --> 00:13:46,879 This by clicking the drop down at the material level 374 00:13:47,135 --> 00:13:48,671 Click the dropdown Click 375 00:13:48,927 --> 00:13:49,439 Save 376 00:13:49,695 --> 00:13:51,999 And we can save it in our 377 00:13:52,255 --> 00:13:57,887 Siemens component directory but I'm going to call this hip flash component underscore material 378 00:13:58,143 --> 00:13:59,167 Try 379 00:14:00,959 --> 00:14:03,775 And so now you should have butter sugar and or material 380 00:14:04,287 --> 00:14:06,079 Another thing I'm going to do now 381 00:14:06,335 --> 00:14:07,871 Is we are going to 382 00:14:08,383 --> 00:14:09,407 Start intergrade 383 00:14:09,663 --> 00:14:13,503 So let's go to our basic anime scene biting control shift 384 00:14:14,015 --> 00:14:14,783 And opening that 385 00:14:15,039 --> 00:14:17,343 This will be the first one we integrate so 386 00:14:17,599 --> 00:14:20,159 What I'm going to do is I'm going to instantiate a child scene 387 00:14:20,671 --> 00:14:21,439 I'm going to 388 00:14:21,695 --> 00:14:23,999 Instantiated hit flash component era 389 00:14:25,535 --> 00:14:28,095 Ok perfect and we still have that our example texture 390 00:14:28,351 --> 00:14:29,887 Set up so I'm going to go back to 391 00:14:30,143 --> 00:14:31,167 Get Flash components 392 00:14:31,423 --> 00:14:32,959 And delete this Sprite here 393 00:14:33,215 --> 00:14:35,007 I pressing delete on my keyboard 394 00:14:35,263 --> 00:14:36,287 And then remove 395 00:14:37,567 --> 00:14:40,895 Let's go back to a basic enemy so I've gotta hit flash component now 396 00:14:41,151 --> 00:14:43,199 This is a note to die 397 00:14:43,455 --> 00:14:48,319 And I don't think it actually needs to be a no 2D so let's go and see 398 00:14:48,575 --> 00:14:49,599 I'm going to go to my head 399 00:14:49,855 --> 00:14:53,695 Which component let's just right click on this right here and click changed 400 00:14:54,207 --> 00:14:55,743 And we're going to change that 401 00:14:55,999 --> 00:14:58,047 Two nodes that are hid flash component 402 00:14:58,303 --> 00:15:02,655 And then let's open up our script and we have to make sure to change this extends now 403 00:15:03,423 --> 00:15:05,983 This is very important if you don't do this the game or crash 404 00:15:06,239 --> 00:15:08,543 So when you make sure that extends node instead 405 00:15:09,567 --> 00:15:12,383 Let's go back to our basic enemy again 406 00:15:12,639 --> 00:15:13,407 Open up 407 00:15:13,663 --> 00:15:14,943 Our 2D 408 00:15:15,199 --> 00:15:16,223 Contact up 409 00:15:16,479 --> 00:15:21,599 And we can close the shader editor as well by just clicking the shader editor button so we have a little bit more 410 00:15:21,855 --> 00:15:26,463 On-screen let's move this Hitler component up near the other node Basecamp 411 00:15:26,719 --> 00:15:27,743 So 412 00:15:27,999 --> 00:15:29,791 With all the other white no type 413 00:15:30,047 --> 00:15:30,815 And 414 00:15:31,071 --> 00:15:31,839 Here's what we want 415 00:15:32,351 --> 00:15:36,959 We want to assign health component by dragon dropping a health component into 416 00:15:37,215 --> 00:15:38,239 The health component prop 417 00:15:38,751 --> 00:15:40,543 And then we want to take a spray tan do the same 418 00:15:42,335 --> 00:15:44,127 Let's go back to our hits 419 00:15:44,383 --> 00:15:44,895 Components 420 00:15:45,151 --> 00:15:46,175 In an open up that's 421 00:15:46,687 --> 00:15:48,223 That material we created 422 00:15:48,479 --> 00:15:51,807 Remember that material existed on our little 423 00:15:52,063 --> 00:15:53,343 Example 424 00:15:53,599 --> 00:15:55,903 That we were testing to make sure that a sheet of wood 425 00:15:56,159 --> 00:15:58,463 So that material describes essential 426 00:15:58,975 --> 00:15:59,999 How the spray 427 00:16:00,255 --> 00:16:01,535 Or that no 2D 428 00:16:01,791 --> 00:16:04,351 And more appropriately the canvas item 429 00:16:04,863 --> 00:16:08,959 How should a canvas item be rendered that's essentially what a material 430 00:16:09,471 --> 00:16:10,751 Roughly does 431 00:16:11,007 --> 00:16:14,591 And so in order to be able to do the Flash 432 00:16:15,103 --> 00:16:15,871 On a spray 433 00:16:16,127 --> 00:16:18,175 The Sprite has to have that material 434 00:16:18,687 --> 00:16:19,711 So what we're going to do 435 00:16:19,967 --> 00:16:24,575 Is we're going to assign that material to the the Sprite that we have a reference to 436 00:16:24,831 --> 00:16:27,135 When the hit flash component becomes 437 00:16:27,903 --> 00:16:28,671 So let's do it 438 00:16:28,927 --> 00:16:29,951 I'm going to say 439 00:16:30,207 --> 00:16:30,719 Bar 440 00:16:30,975 --> 00:16:31,999 What's a hit 441 00:16:33,535 --> 00:16:34,303 Material 442 00:16:34,559 --> 00:16:36,863 I'm gonna use the preload again so preload 443 00:16:37,119 --> 00:16:39,167 And then we can just look for hip flask 444 00:16:39,423 --> 00:16:40,191 Material 445 00:16:40,447 --> 00:16:42,751 I just typing hit Flash and then some 446 00:16:43,263 --> 00:16:44,543 The hip flask and 447 00:16:44,799 --> 00:16:45,567 Material there 448 00:16:45,823 --> 00:16:49,407 So we're preloading in the same way that we pre-loaded the scene before 449 00:16:49,663 --> 00:16:51,199 Preloading that material 450 00:16:51,455 --> 00:16:52,223 Turn on red 451 00:16:52,735 --> 00:16:54,015 I'm going to say 452 00:16:54,271 --> 00:16:55,039 Sprite 453 00:16:55,295 --> 00:16:57,599 What material is equal to 454 00:16:57,855 --> 00:16:58,623 Hip flask 455 00:16:58,879 --> 00:16:59,391 Material 456 00:17:00,415 --> 00:17:02,463 So now and the health gets changed 457 00:17:02,719 --> 00:17:03,743 Are we go 458 00:17:04,767 --> 00:17:06,047 We're going to play that 459 00:17:06,559 --> 00:17:09,119 And once again we're going to use a twin for this 460 00:17:09,631 --> 00:17:11,935 Sign in to save our queen is equal to 461 00:17:12,191 --> 00:17:12,959 Create twin 462 00:17:14,751 --> 00:17:20,895 And we could end up in a situation where the enemy gets hit multiple times so let's actually store up 463 00:17:21,407 --> 00:17:23,199 A reference to hit 464 00:17:23,455 --> 00:17:24,223 Flash 2 465 00:17:26,015 --> 00:17:28,319 And when I going to sign that anything but we can type 466 00:17:28,575 --> 00:17:29,599 Let me know what type of 467 00:17:29,855 --> 00:17:31,391 And that is going to be of type 468 00:17:32,159 --> 00:17:32,671 Tween 469 00:17:33,695 --> 00:17:34,207 Ok 470 00:17:34,463 --> 00:17:38,559 So on health change what we're going to do is we are going to first Choice 471 00:17:40,095 --> 00:17:41,119 Flash Queen 472 00:17:41,375 --> 00:17:42,655 Is not equal to null 473 00:17:43,935 --> 00:17:44,959 Was 2 episodes 474 00:17:45,215 --> 00:17:45,727 Hit 475 00:17:45,983 --> 00:17:48,287 Flash queen.is 476 00:17:48,543 --> 00:17:49,055 Valid 477 00:17:49,823 --> 00:17:52,383 We're going to say hit Flash Queen 478 00:17:53,151 --> 00:17:53,663 Kill 479 00:17:54,431 --> 00:17:55,455 What is this line do 480 00:17:55,711 --> 00:17:59,807 Essentially if we already have a hit Flash Queen 481 00:18:00,063 --> 00:18:01,343 That is currently run 482 00:18:01,599 --> 00:18:02,879 Which is what is valid 483 00:18:03,135 --> 00:18:04,415 It is valid as a tween 484 00:18:04,671 --> 00:18:08,255 Can still be used and is still running I believe 485 00:18:08,511 --> 00:18:13,887 We can click into here and see a valid twin is essentially a tween that is ready to go or 486 00:18:14,143 --> 00:18:14,911 Is currently run 487 00:18:15,679 --> 00:18:20,287 I'm sure the logic is a little bit different but you can read the documentation Again by control 488 00:18:20,799 --> 00:18:21,567 Clicking in 489 00:18:22,079 --> 00:18:24,639 Sing if the Flash Queen is still there 490 00:18:24,895 --> 00:18:25,407 Wheel 491 00:18:25,663 --> 00:18:26,431 Kill it with 492 00:18:26,687 --> 00:18:27,455 Invalid 493 00:18:27,711 --> 00:18:28,223 What's the tween 494 00:18:28,479 --> 00:18:30,015 And then we can reassign 495 00:18:30,271 --> 00:18:33,599 So that we don't have two twins running so we can stay here 496 00:18:33,855 --> 00:18:34,879 Are hip flash team 497 00:18:35,135 --> 00:18:36,415 Tween is equal to 498 00:18:36,671 --> 00:18:37,183 Create 499 00:18:37,951 --> 00:18:38,975 Now whatever you want 500 00:18:39,231 --> 00:18:43,327 We want a run between we want to clean a property so hit flash twin 501 00:18:44,351 --> 00:18:45,119 Twin prop 502 00:18:45,631 --> 00:18:48,703 What property do we want to win this is where things get a little 503 00:18:50,239 --> 00:18:53,055 So the object that we wanted to lean is the sprite 504 00:18:53,311 --> 00:18:54,079 Because that 505 00:18:54,335 --> 00:18:56,639 Where our material is remember 506 00:18:56,895 --> 00:18:58,943 We want to manipulate or change 507 00:18:59,199 --> 00:19:00,735 That uniform Valley 508 00:19:01,247 --> 00:19:03,807 That We Created so let me go ahead and open up my 509 00:19:04,319 --> 00:19:04,831 Hip flask 510 00:19:05,087 --> 00:19:05,599 Component 511 00:19:05,855 --> 00:19:06,879 Material hair 512 00:19:07,391 --> 00:19:09,183 We want to manipulate this 513 00:19:09,439 --> 00:19:09,951 Percent 514 00:19:10,207 --> 00:19:12,255 Which is a property of the material 515 00:19:12,511 --> 00:19:15,071 Which is going to be attached to our Sprite as 516 00:19:15,327 --> 00:19:20,191 What is this first argument is essentially what object owns the property 517 00:19:20,447 --> 00:19:21,727 You're trying to try 518 00:19:22,239 --> 00:19:23,263 In our case 519 00:19:23,519 --> 00:19:24,031 The sprite 520 00:19:24,543 --> 00:19:26,335 Tweenies right now 521 00:19:26,591 --> 00:19:28,639 You can go ahead and open up the hip flask 522 00:19:28,895 --> 00:19:29,663 Component shader 523 00:19:29,919 --> 00:19:31,967 Or sorry to Hitler's component material 524 00:19:32,991 --> 00:19:35,295 If you're curious about how are actually going to 525 00:19:35,551 --> 00:19:36,319 Does what the property 526 00:19:36,831 --> 00:19:38,879 You can actually just go ahead in a hover over 527 00:19:39,391 --> 00:19:40,159 And you can see that 528 00:19:40,415 --> 00:19:42,207 Property shader parameter 529 00:19:43,231 --> 00:19:46,559 Data type that allows or you can right click this 530 00:19:46,815 --> 00:19:48,863 Percent and copy the property 531 00:19:49,375 --> 00:19:50,143 Right here 532 00:19:50,399 --> 00:19:51,935 Someone to copy that property 533 00:19:52,447 --> 00:19:53,215 And then I'm going to pay 534 00:19:53,983 --> 00:19:56,799 For the property that we want to Twin so 535 00:19:57,055 --> 00:19:58,335 Double quotes in then 536 00:19:59,359 --> 00:19:59,871 Paris 537 00:20:00,127 --> 00:20:01,151 Associated Press 538 00:20:01,919 --> 00:20:03,455 Percent and then we want to live 539 00:20:03,967 --> 00:20:04,479 From 540 00:20:04,735 --> 00:20:06,783 We want to learn for two 541 00:20:07,039 --> 00:20:07,551 Rather 542 00:20:07,807 --> 00:20:09,343 And let's say the duration 543 00:20:12,159 --> 00:20:14,463 Now you'll notice that were loving 20 544 00:20:14,719 --> 00:20:15,999 We're not actually setting 545 00:20:16,255 --> 00:20:20,351 The parameter to one so we have to manually set that as well 546 00:20:20,863 --> 00:20:22,399 So let's take our sprite 547 00:20:22,655 --> 00:20:24,447 And then we're going to do dad material 548 00:20:24,703 --> 00:20:25,471 That's it 549 00:20:25,727 --> 00:20:28,543 Now the thing is the material can either be 550 00:20:29,567 --> 00:20:30,591 Shader material 551 00:20:30,847 --> 00:20:33,151 Or I believe the other material 552 00:20:33,407 --> 00:20:33,919 Is 553 00:20:34,431 --> 00:20:34,943 Look at it 554 00:20:35,199 --> 00:20:37,503 Yeah could be a canvas out of material 555 00:20:37,759 --> 00:20:39,807 As shown here or a sheet 556 00:20:40,319 --> 00:20:42,623 So because I can be two different material types 557 00:20:43,135 --> 00:20:43,903 We can't I 558 00:20:45,183 --> 00:20:46,719 NR hit flash component 559 00:20:46,975 --> 00:20:49,535 Script this line that were editing right now 560 00:20:49,791 --> 00:20:50,815 The Sprite material 561 00:20:51,071 --> 00:20:52,863 Ring a cast that as a 562 00:20:53,119 --> 00:20:54,399 Shader material 563 00:20:54,655 --> 00:20:55,935 Ok and then we can do 564 00:20:56,191 --> 00:20:56,959 And it has been 565 00:20:57,215 --> 00:20:57,727 Play the Seas by the 566 00:20:57,983 --> 00:21:00,287 No we can do darts said she 567 00:21:01,311 --> 00:21:01,823 Now 568 00:21:02,079 --> 00:21:05,151 The interesting thing about this function is that we don't want 569 00:21:05,407 --> 00:21:05,919 Include 570 00:21:06,175 --> 00:21:07,455 This first line 571 00:21:07,711 --> 00:21:08,223 Here 572 00:21:08,479 --> 00:21:09,759 Words share price 573 00:21:10,271 --> 00:21:12,319 Slash we just want to do in Clare 574 00:21:12,575 --> 00:21:13,087 Cancel alarm 575 00:21:13,343 --> 00:21:13,855 Percent 576 00:21:14,111 --> 00:21:15,903 And we're going to set it to 1 point 577 00:21:16,416 --> 00:21:18,720 So was setting the value to 1 578 00:21:18,976 --> 00:21:19,744 4 weeks 579 00:21:20,000 --> 00:21:22,048 Between and tween it down to 0 580 00:21:22,560 --> 00:21:23,072 Play 2 seconds 581 00:21:24,352 --> 00:21:24,864 Ok 582 00:21:25,120 --> 00:21:26,656 And we've got that set up in Ark 583 00:21:26,912 --> 00:21:28,192 Enemy are hit 584 00:21:28,448 --> 00:21:30,496 And again make sure that the health component 585 00:21:31,520 --> 00:21:33,568 Set a let's run a game and see what 586 00:21:35,104 --> 00:21:35,616 Ok 587 00:21:35,872 --> 00:21:38,176 So first of all all of our enemies are we 588 00:21:38,688 --> 00:21:40,736 We are getting an error so what is that 589 00:21:41,248 --> 00:21:44,832 In our area is that there's a type mismatch between initial and final 590 00:21:45,344 --> 00:21:45,856 Ok 591 00:21:46,112 --> 00:21:46,880 And why is that 592 00:21:47,136 --> 00:21:48,672 That's actually a mistake that I made 593 00:21:48,928 --> 00:21:52,000 Right here remember how is talking about what is the object 594 00:21:52,256 --> 00:21:54,304 That contains the property that we want to live 595 00:21:54,560 --> 00:21:58,912 I'm actually slightly wrong about the object that contains the property we want to live 596 00:21:59,424 --> 00:22:01,984 The property centre Primula percent does not 597 00:22:02,240 --> 00:22:03,264 Exist on spray 598 00:22:03,776 --> 00:22:05,056 It exist on spray 599 00:22:05,312 --> 00:22:05,824 Material 600 00:22:06,592 --> 00:22:10,432 So this can be a little bit confusing even trips me up every so often 601 00:22:10,944 --> 00:22:12,480 This property exists on 602 00:22:12,736 --> 00:22:14,528 Material and the material 603 00:22:14,784 --> 00:22:15,296 On the sprite 604 00:22:15,552 --> 00:22:16,320 So we 605 00:22:16,576 --> 00:22:17,600 The specified that we 606 00:22:17,856 --> 00:22:18,368 Not too long 607 00:22:18,880 --> 00:22:20,416 Sprite material property 608 00:22:20,928 --> 00:22:21,696 Shade of Brenda 609 00:22:22,720 --> 00:22:24,256 Let's going to run the game again 610 00:22:24,512 --> 00:22:26,304 Now you'll notice that when we hit an enemy 611 00:22:26,560 --> 00:22:27,840 All of the other and 612 00:22:28,096 --> 00:22:29,120 Please turn white at the same 613 00:22:29,888 --> 00:22:30,400 As well 614 00:22:30,656 --> 00:22:32,448 And this can be a very 615 00:22:32,704 --> 00:22:34,496 Confusing thing 616 00:22:34,752 --> 00:22:37,056 4 especially people that are new to good 617 00:22:37,824 --> 00:22:40,128 I'm going to try to do my best to explain why this is 618 00:22:40,640 --> 00:22:42,944 In order to explain that I'm going to open up my 619 00:22:43,200 --> 00:22:43,968 Flash Campo 620 00:22:44,480 --> 00:22:44,992 Material 621 00:22:45,248 --> 00:22:45,760 So 622 00:22:46,016 --> 00:22:49,344 This material in addition to 8 on about the thing 623 00:22:49,600 --> 00:22:51,648 Basically everything and good all is 624 00:22:52,416 --> 00:22:52,928 Ascent 625 00:22:53,440 --> 00:22:56,512 There are slight differences between the types of resources but 626 00:22:56,768 --> 00:22:58,048 When we created our 627 00:22:58,560 --> 00:23:01,376 Resources up here our theme is a resource 628 00:23:01,632 --> 00:23:05,472 Ok H ask that trys is a resource 629 00:23:05,984 --> 00:23:07,776 Our tileset is a resource 630 00:23:08,032 --> 00:23:11,104 If we right click into anywhere and then just go to New 631 00:23:11,616 --> 00:23:12,384 Resource 632 00:23:12,640 --> 00:23:14,432 Deezer all Reece 633 00:23:16,224 --> 00:23:18,016 And the thing about resources 634 00:23:18,272 --> 00:23:19,040 Is that 635 00:23:19,296 --> 00:23:20,064 A reference 636 00:23:20,576 --> 00:23:22,368 Of a Resources share 637 00:23:22,624 --> 00:23:24,672 Between all seems that 638 00:23:24,928 --> 00:23:25,440 Music 639 00:23:25,696 --> 00:23:27,488 And that means that when you change 640 00:23:27,744 --> 00:23:29,280 One instance of 641 00:23:29,536 --> 00:23:32,352 Resources it will be reflected all across 642 00:23:32,608 --> 00:23:33,888 The other instances of the 643 00:23:34,656 --> 00:23:36,704 And so the situation that were ending up in 644 00:23:37,216 --> 00:23:38,240 Is that we are 645 00:23:38,496 --> 00:23:40,800 Attaching this shader material resource 646 00:23:41,312 --> 00:23:42,336 To every any 647 00:23:42,848 --> 00:23:45,152 And therefore every enemy is 648 00:23:45,664 --> 00:23:47,200 Sharing the same 649 00:23:47,456 --> 00:23:48,224 Material resource 650 00:23:48,736 --> 00:23:52,320 That means that when we change a parameter on that resource 651 00:23:52,576 --> 00:23:53,856 It will be reflected 652 00:23:54,112 --> 00:23:56,160 Everywhere that this instance of 653 00:23:56,416 --> 00:23:56,928 Resource 654 00:23:57,696 --> 00:24:00,256 So essentially resources are real 655 00:24:00,768 --> 00:24:01,536 By default 656 00:24:01,792 --> 00:24:02,304 Every 657 00:24:02,816 --> 00:24:04,608 So if you reference them all the time 658 00:24:04,864 --> 00:24:07,168 You'll be referencing the same underlying 659 00:24:07,680 --> 00:24:11,520 Luckily there is a fixed that in that is this button right 660 00:24:11,776 --> 00:24:15,104 To hear so with the hit flash component material 661 00:24:15,360 --> 00:24:16,896 In contact him 662 00:24:17,152 --> 00:24:18,432 This property 663 00:24:18,688 --> 00:24:20,736 Resource local to scene 664 00:24:20,992 --> 00:24:21,760 Is what we 665 00:24:22,016 --> 00:24:24,064 And this says if you have her over it 666 00:24:24,320 --> 00:24:26,368 That the resource is duplicate 667 00:24:26,880 --> 00:24:28,416 When this is set to true 668 00:24:28,672 --> 00:24:34,048 And what duplicating a resource does is that it makes it a unique instance of that resource 669 00:24:34,560 --> 00:24:35,328 Which means that 670 00:24:35,584 --> 00:24:37,376 When we change things like the law 671 00:24:37,632 --> 00:24:40,448 Percent it will only be isolated 672 00:24:40,704 --> 00:24:41,216 2 673 00:24:41,472 --> 00:24:44,288 This unique instance instead of being properly 674 00:24:44,544 --> 00:24:45,056 Across 675 00:24:45,312 --> 00:24:46,848 The same instance that share 676 00:24:47,104 --> 00:24:47,616 Among 677 00:24:47,872 --> 00:24:49,664 Multiple enemies for example 678 00:24:49,920 --> 00:24:52,992 So we can turn on this local to seen property 679 00:24:53,248 --> 00:24:58,368 Now the thing about this is that this will not work with the preloader strategy network 680 00:24:58,624 --> 00:24:59,136 Using 681 00:24:59,392 --> 00:25:01,440 Here in our hit flash composed 682 00:25:01,696 --> 00:25:03,488 Script but there's an easy fix 683 00:25:03,744 --> 00:25:05,024 We're simply going to 684 00:25:05,536 --> 00:25:07,584 Move the hit flash material 685 00:25:07,840 --> 00:25:08,608 In r script 686 00:25:08,864 --> 00:25:09,888 To the expert 687 00:25:10,400 --> 00:25:12,192 Add an export Direct 688 00:25:12,448 --> 00:25:12,960 Over here 689 00:25:13,216 --> 00:25:16,544 And then let's go ahead and remove the preload 690 00:25:17,824 --> 00:25:21,152 And remove the equal sign and then we're going to type this with colon 691 00:25:21,408 --> 00:25:22,176 And we're going to use 692 00:25:22,432 --> 00:25:22,944 Cher 693 00:25:24,224 --> 00:25:24,736 So that 694 00:25:24,992 --> 00:25:26,528 We know what type it is 695 00:25:26,784 --> 00:25:27,296 And then 696 00:25:27,552 --> 00:25:29,344 That's basically the change that we don't make 697 00:25:29,600 --> 00:25:31,904 Now open up your head flash component here 698 00:25:32,160 --> 00:25:33,952 Make sure it's the stand-alone hit 699 00:25:34,208 --> 00:25:36,256 Components seen in the basic anime scene 700 00:25:36,768 --> 00:25:38,560 And then just go ahead and drag over 701 00:25:38,816 --> 00:25:39,584 Hit flash compare 702 00:25:39,840 --> 00:25:40,352 Material 703 00:25:40,608 --> 00:25:41,120 2 704 00:25:41,376 --> 00:25:43,168 Best hip flask material 705 00:25:44,448 --> 00:25:46,496 Now we go back to our basic enemy 706 00:25:46,752 --> 00:25:48,800 We can see that this is going to work 707 00:25:49,056 --> 00:25:50,848 Just fine it's already 708 00:25:51,104 --> 00:25:52,384 And what you'll see is that 709 00:25:52,640 --> 00:25:54,432 There is an undo button here 710 00:25:54,944 --> 00:25:55,456 And 711 00:25:55,712 --> 00:25:57,248 The thing about that is that 712 00:25:57,504 --> 00:26:01,344 That resource local to see in behave the same way in the editor 713 00:26:01,856 --> 00:26:03,392 As it does in games 714 00:26:03,648 --> 00:26:05,952 If I were to hit this undo it will refer 715 00:26:06,208 --> 00:26:06,720 What's 2 hits 716 00:26:06,976 --> 00:26:09,280 Which component in a won't have the undo button anymore 717 00:26:09,536 --> 00:26:11,328 But when I close the scene 718 00:26:11,584 --> 00:26:13,376 This can be seen in reopen it 719 00:26:13,632 --> 00:26:15,424 Because this resource is more 720 00:26:15,680 --> 00:26:18,752 As unique it's creating a new resource in 721 00:26:19,008 --> 00:26:19,520 The 722 00:26:19,776 --> 00:26:20,544 Editor as 723 00:26:21,056 --> 00:26:23,360 So that's just a little quiet but that's me 724 00:26:23,616 --> 00:26:24,640 Don't worry about it all 725 00:26:25,920 --> 00:26:27,712 As long as you've got this resource 726 00:26:27,968 --> 00:26:29,504 Call to seeing schacht in your hip 727 00:26:29,760 --> 00:26:30,528 Composite material 728 00:26:31,040 --> 00:26:32,064 So this one right here 729 00:26:32,320 --> 00:26:33,856 As long as we have that checked 730 00:26:34,112 --> 00:26:35,648 Now animes should be 731 00:26:35,904 --> 00:26:36,672 Flashing 732 00:26:38,976 --> 00:26:41,280 Individually instead of all together 733 00:26:42,560 --> 00:26:48,704 No we still have to implement this for the wizard so I would encourage you to pause the video and go ahead and implemented 734 00:26:48,960 --> 00:26:49,472 Flash compare 735 00:26:49,728 --> 00:26:50,240 For the 736 00:26:50,496 --> 00:26:51,008 Yourself 737 00:26:51,264 --> 00:26:52,544 And I'm going to go ahead and do it 738 00:26:53,056 --> 00:26:53,568 As well 739 00:26:55,616 --> 00:26:58,432 Ok so if you pause the video and get it done 740 00:26:58,688 --> 00:26:59,456 Welcome back 741 00:26:59,712 --> 00:27:03,040 If not that's ok I'm going to open up my wizard enemy 742 00:27:03,296 --> 00:27:04,832 And I'm going to instantiate 743 00:27:05,088 --> 00:27:05,856 Control ship 744 00:27:06,112 --> 00:27:06,624 A 745 00:27:06,880 --> 00:27:08,672 That hit flash company 746 00:27:08,928 --> 00:27:10,720 And I'm going to move that 747 00:27:10,976 --> 00:27:12,512 200 mobile 748 00:27:12,768 --> 00:27:13,280 Component 749 00:27:13,536 --> 00:27:15,584 And then I'm going to move my health component 750 00:27:16,096 --> 00:27:16,608 As Amos 751 00:27:16,864 --> 00:27:17,376 There 752 00:27:17,632 --> 00:27:18,400 And then the same 753 00:27:18,656 --> 00:27:19,168 For the sprite 754 00:27:19,680 --> 00:27:20,192 There 755 00:27:20,960 --> 00:27:24,032 Ok let's give it a quick play test and make sure that every 756 00:27:24,288 --> 00:27:24,800 Sing it is work 757 00:27:25,056 --> 00:27:25,568 Expect 758 00:27:25,824 --> 00:27:27,616 And that's looking good 759 00:27:30,688 --> 00:27:34,528 Now I know this is a long lesson but there is one final thing that I want to do 760 00:27:34,784 --> 00:27:35,808 Does Hitler have component 761 00:27:36,064 --> 00:27:38,624 And I'm going to go ahead and open up my hip flask and pony 762 00:27:38,880 --> 00:27:40,672 And we're just going to change the easy 763 00:27:42,208 --> 00:27:42,720 Between 764 00:27:42,976 --> 00:27:43,488 So 765 00:27:43,744 --> 00:27:47,328 I'm going to change the tip flash tween into down here 766 00:27:47,584 --> 00:27:48,096 So 767 00:27:48,352 --> 00:27:49,888 In our Hitler's components group 768 00:27:50,144 --> 00:27:51,680 This twin property line 769 00:27:51,936 --> 00:27:54,496 I'm going to do a backslash for a new line 770 00:27:54,752 --> 00:27:56,032 And I'm going to do SATs 771 00:27:56,288 --> 00:27:56,800 Is 772 00:27:57,056 --> 00:27:58,592 And I believe you want to use an easy 773 00:27:58,848 --> 00:27:59,360 In 774 00:27:59,616 --> 00:28:00,896 And then I'm going to say sad 775 00:28:01,408 --> 00:28:02,176 Transition 776 00:28:02,432 --> 00:28:03,968 I'm going to do set trance 777 00:28:04,480 --> 00:28:04,992 Cuba 778 00:28:06,016 --> 00:28:08,832 And what that will do is that will keep the enemy bright white 779 00:28:09,088 --> 00:28:09,856 For longer 780 00:28:10,112 --> 00:28:13,184 Before heating up quickly and I'm going to change the duration of 781 00:28:14,208 --> 00:28:15,232 Instead of .2 at 782 00:28:16,000 --> 00:28:17,792 So now let's run it and let's 783 00:28:19,328 --> 00:28:20,608 I think it looks much better 784 00:28:21,632 --> 00:28:23,168 A little bit more 785 00:28:24,192 --> 00:28:24,704 Pronounce 786 00:28:24,960 --> 00:28:25,472 The effect 787 00:28:25,984 --> 00:28:30,080 Not to be too nitpicky but I think I will change the direction to 788 00:28:31,360 --> 00:28:31,872 Instead of 789 00:28:32,640 --> 00:28:33,152 Just to make 790 00:28:33,408 --> 00:28:33,920 A few 791 00:28:34,688 --> 00:28:35,456 Alright 792 00:28:35,968 --> 00:28:37,504 So that is hid flash 793 00:28:38,016 --> 00:28:39,040 4 hour 50823

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