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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:03,072 Our upgrade cards are looking better now bye 2 00:00:03,584 --> 00:00:04,096 They 3 00:00:04,352 --> 00:00:06,912 Need to be animated to give a little bit of love 4 00:00:07,168 --> 00:00:08,704 52 that screen so 5 00:00:08,960 --> 00:00:11,776 Let's go ahead and go to our upgrade card 6 00:00:12,032 --> 00:00:12,800 Scene 7 00:00:13,824 --> 00:00:15,616 Let's create an animation player 8 00:00:15,872 --> 00:00:16,640 As a child 9 00:00:17,920 --> 00:00:18,688 Of this 10 00:00:18,944 --> 00:00:19,712 Route now 11 00:00:19,968 --> 00:00:22,016 And we can drag it up to be the first child 12 00:00:22,272 --> 00:00:25,088 Let's create a new animation by clicking the animation button 13 00:00:25,344 --> 00:00:26,368 And then clicking new 14 00:00:26,624 --> 00:00:27,392 McAuley 15 00:00:27,648 --> 00:00:28,160 In 16 00:00:30,208 --> 00:00:30,976 So what we want 17 00:00:31,232 --> 00:00:32,512 Is we want to 18 00:00:32,768 --> 00:00:37,632 Make this bounce in a little bit so we're going to select our ability upgrade car 19 00:00:37,888 --> 00:00:42,240 The root node and then let's go ahead and keyframe some of the transfer 20 00:00:42,496 --> 00:00:43,520 Stuff so 21 00:00:43,776 --> 00:00:46,080 Keyframe V scale here 22 00:00:47,360 --> 00:00:48,640 By clicking the key button 23 00:00:49,664 --> 00:00:50,688 Be good for now 24 00:00:50,944 --> 00:00:54,016 And we're gonna make it sort of bounds since I'm going to make the 25 00:00:54,272 --> 00:00:55,808 Animation .4 26 00:00:56,064 --> 00:00:57,600 Skins long with this input right here 27 00:00:57,856 --> 00:00:59,648 And I'm going to zoom in 28 00:00:59,904 --> 00:01:00,397 Turn the slider at the bar 29 00:01:00,399 --> 00:01:03,259 Subtitled by online-courses.club We compress knowledge for you! 30 00:01:03,260 --> 00:01:03,488 And let's say ad 31 00:01:03,744 --> 00:01:04,512 0 32 00:01:04,768 --> 00:01:07,584 The first keyframe let's set the scale to 0 33 00:01:07,840 --> 00:01:09,120 Annan at .1 34 00:01:09,632 --> 00:01:10,912 Vets in Surrey Quay right there 35 00:01:11,424 --> 00:01:13,728 Add set the value to 1.3 36 00:01:13,984 --> 00:01:15,264 In both the X and Y 37 00:01:15,520 --> 00:01:17,824 And then let's have it fade out to 38 00:01:18,336 --> 00:01:19,872 1 by .4 39 00:01:20,128 --> 00:01:21,152 Add .4 sec 40 00:01:21,408 --> 00:01:22,688 How to change a back to wall 41 00:01:23,200 --> 00:01:23,968 Play the 42 00:01:25,504 --> 00:01:26,784 So this looks really bad 43 00:01:27,040 --> 00:01:33,184 And the reason is because our pivot offset is in the top left corner in so that means that is 44 00:01:33,440 --> 00:01:35,232 Rotate and scale around 45 00:01:35,488 --> 00:01:36,000 Point 46 00:01:36,256 --> 00:01:38,560 What we want to do is let's like our building up 47 00:01:38,816 --> 00:01:42,144 Card and we have our size set to 150 by 1 48 00:01:42,656 --> 00:01:46,496 So that means that in order to centre our pivot offset 49 00:01:46,752 --> 00:01:49,824 We can change the pivot offset property under transform 50 00:01:50,336 --> 00:01:52,128 Tu150 51 00:01:52,384 --> 00:01:53,920 2 which is 75 52 00:01:54,432 --> 00:01:55,456 Multi-x in the 53 00:01:55,968 --> 00:01:58,016 And then you'll notice that the orange cross 54 00:01:58,528 --> 00:01:59,552 Is now on the Seine 55 00:01:59,808 --> 00:02:00,576 Which means that 56 00:02:01,088 --> 00:02:02,368 That's the pivot offset 57 00:02:02,624 --> 00:02:04,416 So now you can see that 58 00:02:04,672 --> 00:02:07,232 That scales in really nicely around the centre 59 00:02:08,000 --> 00:02:11,584 No I'm going to do something to change the snap down here in the animation so weak 60 00:02:11,840 --> 00:02:12,352 Select 61 00:02:12,608 --> 00:02:15,936 Animation player tab by clicking this button if it's not open 62 00:02:16,448 --> 00:02:17,728 Let's open up that animation 63 00:02:17,984 --> 00:02:18,496 And then 64 00:02:18,752 --> 00:02:19,776 Can I change my snaps 65 00:02:20,032 --> 00:02:21,568 2.05 66 00:02:22,080 --> 00:02:22,848 In the bottom 67 00:02:23,360 --> 00:02:25,152 And then drag over this one 68 00:02:25,408 --> 00:02:26,432 3 scale 69 00:02:26,688 --> 00:02:27,200 Keyframe 70 00:02:27,456 --> 00:02:28,480 2.15 71 00:02:28,736 --> 00:02:30,528 Instead so that looks much nicer 72 00:02:30,784 --> 00:02:32,832 And I'm going to change the 73 00:02:33,344 --> 00:02:34,624 Interpolation mode here 74 00:02:34,880 --> 00:02:35,904 2 cubed 75 00:02:38,208 --> 00:02:40,000 Alright so that's a very simple 76 00:02:40,256 --> 00:02:41,536 In animation 77 00:02:41,792 --> 00:02:43,328 Can play now we have 78 00:02:43,584 --> 00:02:44,608 To tell the card to 79 00:02:44,864 --> 00:02:45,888 Play this 80 00:02:46,400 --> 00:02:47,936 What's go ahead and open up our school 81 00:02:48,448 --> 00:02:53,568 And we will need to create a new function that we can call from our upgrade screen 82 00:02:54,336 --> 00:02:55,360 Scotts Farm 83 00:02:55,616 --> 00:02:56,128 Play 84 00:02:56,384 --> 00:02:56,896 In 85 00:02:57,664 --> 00:03:00,480 Alright and then we're going to do is you're going to rest 86 00:03:00,736 --> 00:03:01,760 The animationplayer 87 00:03:02,272 --> 00:03:03,552 I'm going to call dart player 88 00:03:05,856 --> 00:03:06,880 Alright so 89 00:03:07,136 --> 00:03:08,928 We've got our play in function 90 00:03:09,184 --> 00:03:11,488 Let's go out and opener upgrade screen 91 00:03:11,744 --> 00:03:13,792 With our quick open seen button 92 00:03:14,816 --> 00:03:16,608 Double click to open that upgrade screen 93 00:03:16,864 --> 00:03:18,144 And you can see that we are 94 00:03:18,400 --> 00:03:19,680 Creating Oliver cards 95 00:03:19,936 --> 00:03:20,448 In here 96 00:03:20,704 --> 00:03:21,984 So what I want to do before 97 00:03:22,240 --> 00:03:23,520 Connect to the selected 98 00:03:23,776 --> 00:03:25,824 Method here for the selected signal 99 00:03:26,080 --> 00:03:27,616 I'm going to say card instance 100 00:03:27,872 --> 00:03:28,896 Play underscore 101 00:03:29,152 --> 00:03:29,664 In 102 00:03:29,920 --> 00:03:30,432 End call 103 00:03:31,968 --> 00:03:32,992 Alright so let's go out 104 00:03:33,504 --> 00:03:35,552 And Run the game and see what that looks 105 00:03:38,368 --> 00:03:39,648 That's looking ok 106 00:03:39,904 --> 00:03:43,488 Now we probably don't want both of those two play at the same time 107 00:03:43,744 --> 00:03:48,864 So what we can do is let's go back to our ability upgrade card and we can enable staggering 108 00:03:49,888 --> 00:03:51,168 Introducing a delay 109 00:03:51,424 --> 00:03:52,704 So it's a delay 110 00:03:52,960 --> 00:03:54,496 In our play in right ear 111 00:03:55,008 --> 00:03:57,824 And that's going to be uptight float I would have said it 0 112 00:03:58,080 --> 00:03:58,592 To start 113 00:03:58,848 --> 00:03:59,616 Sodalite 114 00:03:59,872 --> 00:04:00,896 Is it 0 115 00:04:01,152 --> 00:04:04,224 I'm here what we can do as we can use the away 116 00:04:04,992 --> 00:04:07,040 So what we can do as we can stay awake 117 00:04:07,808 --> 00:04:08,576 Get tree 118 00:04:09,600 --> 00:04:11,136 Start create timer 119 00:04:11,392 --> 00:04:11,904 Delay 120 00:04:12,416 --> 00:04:13,440 Start timer 121 00:04:13,696 --> 00:04:14,976 What is this weight do 122 00:04:15,232 --> 00:04:17,791 So this is a concept known as a synchronous program 123 00:04:18,047 --> 00:04:21,631 What is actually happens as first of all we're creating a timer 124 00:04:21,887 --> 00:04:24,447 Which you can do this is a scene 3 time 125 00:04:24,703 --> 00:04:29,311 It's different than the timer that you can add 2 as a note to your scenes 126 00:04:29,567 --> 00:04:33,663 And it's a nice way to create a one-off timer so you don't need to cover up your nose strong 127 00:04:34,175 --> 00:04:37,503 And we are passing a delay to say ok this is how long a timer 128 00:04:37,759 --> 00:04:38,783 Needs to wait 129 00:04:39,295 --> 00:04:43,391 And then we say that timeout will referencing at signal now when we do a weight 130 00:04:43,647 --> 00:04:46,207 My dad is saying is we are going to wait 131 00:04:46,463 --> 00:04:48,255 We're going to stop execution of this 132 00:04:48,511 --> 00:04:49,023 Puncture 133 00:04:49,535 --> 00:04:52,095 Until the timeout signal has been in middle 134 00:04:52,351 --> 00:04:53,119 From 135 00:04:53,375 --> 00:04:56,191 Set a timer and so this is a nice way of not having to 136 00:04:56,447 --> 00:04:57,215 To write 137 00:04:57,471 --> 00:04:58,751 Specific signal connection 138 00:04:59,007 --> 00:04:59,775 Method 139 00:05:00,031 --> 00:05:00,543 And 140 00:05:00,799 --> 00:05:06,943 Does await essentially just passes this function until that time as done in the rest of the game continues 141 00:05:07,199 --> 00:05:08,223 Executing until 142 00:05:08,479 --> 00:05:09,503 Time out is 143 00:05:09,759 --> 00:05:12,063 Omitted and then it will continue on with this phone 144 00:05:13,343 --> 00:05:14,623 Is meant by a single 145 00:05:14,879 --> 00:05:15,903 Usually function 146 00:05:16,159 --> 00:05:18,463 All run line by line at the same time 147 00:05:18,719 --> 00:05:19,999 But when you're using a weight 148 00:05:20,255 --> 00:05:24,351 You can actually the engine tax I do other things including rendering more frames 149 00:05:24,607 --> 00:05:27,423 Until this time out is a minute and then it will continue 150 00:05:27,935 --> 00:05:28,447 Lucian from the 151 00:05:28,959 --> 00:05:32,543 The final thing we want to do is we want to set the scale to zero when we called 152 00:05:32,799 --> 00:05:35,871 Because our skills not sitting here until animation place 153 00:05:36,383 --> 00:05:38,431 So let's just make sure that were setting the 154 00:05:38,687 --> 00:05:39,455 Scale 155 00:05:39,711 --> 00:05:40,479 Is equal to 156 00:05:40,735 --> 00:05:41,247 To that 157 00:05:41,759 --> 00:05:42,783 And we should 158 00:05:43,295 --> 00:05:43,807 Girl 159 00:05:44,063 --> 00:05:48,671 Now let's go back for upgrade screen we need to keep track of our delay 160 00:05:48,927 --> 00:05:52,255 So let's create a very delay is equal to 0 161 00:05:53,023 --> 00:05:55,327 Was passed that delay into the play in 162 00:05:55,583 --> 00:05:58,655 And at the end of each iteration were going to say delay 163 00:06:00,447 --> 00:06:03,519 Ok and I would that generated PT 2 second delay between each 164 00:06:04,031 --> 00:06:05,055 I'm going to run out 165 00:06:05,311 --> 00:06:07,103 And see what is going on here 166 00:06:08,639 --> 00:06:10,943 Ok looks like Iris scale isn't work 167 00:06:11,455 --> 00:06:13,503 So we need to fix it 168 00:06:13,759 --> 00:06:15,295 So let's go back to our building 169 00:06:15,551 --> 00:06:18,111 So the reasoning skills and working is because again 170 00:06:18,367 --> 00:06:19,135 The 171 00:06:19,391 --> 00:06:20,415 Containers 172 00:06:20,671 --> 00:06:22,975 Resize their children including the scale 173 00:06:23,487 --> 00:06:27,071 Essentially nothing about the Transformers reliable when you're working with 174 00:06:28,095 --> 00:06:30,399 Parent control nodes that are container types 175 00:06:30,911 --> 00:06:32,191 So what we need to do instead 176 00:06:32,447 --> 00:06:35,519 Is I'm going to do a different trick which is modulus 177 00:06:36,031 --> 00:06:38,335 I'm going to say modulate is he go to 178 00:06:38,591 --> 00:06:39,103 Colour 179 00:06:40,127 --> 00:06:40,895 Transparent 180 00:06:42,175 --> 00:06:44,479 And if this is essentially going to change the model 181 00:06:44,735 --> 00:06:46,527 If I look at my 2DS 182 00:06:47,295 --> 00:06:48,319 Images play the 183 00:06:48,575 --> 00:06:49,087 Animation 184 00:06:49,343 --> 00:06:51,391 So I look at my modulate by scrolling down 185 00:06:51,647 --> 00:06:53,183 That's under the visibility section 186 00:06:53,439 --> 00:06:57,279 Is margarine is essentially a colour that is x the colour of 187 00:06:57,791 --> 00:07:01,119 Whatever has been rendered and so if I turn the alpha all the way down to 0 188 00:07:01,631 --> 00:07:03,423 You can see that it's still exist 189 00:07:03,679 --> 00:07:05,215 And it still takes up space 190 00:07:05,471 --> 00:07:06,751 But it's just not visit 191 00:07:07,007 --> 00:07:11,871 This is a nice cheap way of hiding a UI element but keeping it in the layout 192 00:07:12,127 --> 00:07:13,663 So that things don't get shift and 193 00:07:14,943 --> 00:07:15,711 That's what we do 194 00:07:15,967 --> 00:07:16,479 The code 195 00:07:16,735 --> 00:07:17,503 If I open 196 00:07:17,759 --> 00:07:23,903 My play in resetting a modulator colour that transparent which is essentially just a constant that represents 197 00:07:24,415 --> 00:07:29,023 Get rid of scale in an after the timeout were going to set our margin 198 00:07:29,279 --> 00:07:30,047 Back to 199 00:07:30,559 --> 00:07:31,327 Coloured 200 00:07:31,839 --> 00:07:32,351 White 201 00:07:33,631 --> 00:07:35,167 So let's see if that 202 00:07:35,679 --> 00:07:37,727 And again that white colour is just 203 00:07:38,239 --> 00:07:39,007 Concert 204 00:07:40,031 --> 00:07:40,543 The way 205 00:07:41,567 --> 00:07:43,103 And it looks like 206 00:07:43,359 --> 00:07:48,223 So one other change you need to make so you can notice that it's flickering a little bit or that it's a little bit 207 00:07:48,479 --> 00:07:48,991 Jerky 208 00:07:49,247 --> 00:07:52,063 And that is another problem with another cork of Cadell 209 00:07:52,319 --> 00:07:53,855 Is that the animation player 210 00:07:54,623 --> 00:07:58,975 Will not play immediately when you can't play I believe it it only takes effect on it 211 00:07:59,231 --> 00:08:02,047 Next frame cleaning up with one frame where 212 00:08:02,303 --> 00:08:03,327 Card is visible 213 00:08:03,583 --> 00:08:07,423 But our animation Player is not forcing the scale to be zero so I 214 00:08:07,679 --> 00:08:09,215 The beginning of our in animation 215 00:08:09,471 --> 00:08:14,079 You can see that it's sitting a scale 20 but were setting the card to visible 216 00:08:14,335 --> 00:08:16,383 Before that 217 00:08:16,639 --> 00:08:17,407 Evaluation 218 00:08:17,663 --> 00:08:20,991 In Southern one frame where the card is fully visible and then 219 00:08:22,527 --> 00:08:28,671 I know that makes sense but basically there's a lot of quotes around animating UI elements and one of the biggest pain points and get it 220 00:08:29,439 --> 00:08:31,487 By the way we can avoid this is 221 00:08:31,743 --> 00:08:35,327 We can get rid of the model y = coloured at White in here 222 00:08:36,351 --> 00:08:38,911 And then we can put that in our animation instead 223 00:08:39,167 --> 00:08:41,727 So I'm going to select my in animation 224 00:08:41,983 --> 00:08:43,007 And select the 2D 225 00:08:43,263 --> 00:08:44,031 Are you at the top 226 00:08:44,287 --> 00:08:46,079 Select the root ability upgrade card 227 00:08:46,335 --> 00:08:47,871 How much keyframe the modulator 228 00:08:49,151 --> 00:08:50,431 And I will drag that key 229 00:08:50,687 --> 00:08:51,455 All the way up 230 00:08:51,967 --> 00:08:57,599 So we're going to be setting the modulator transparent at the code and then as soon as the animation player 231 00:08:57,855 --> 00:08:58,623 Takes effect 232 00:08:58,879 --> 00:09:00,159 It will send it to visible 233 00:09:00,671 --> 00:09:01,439 So let's see 234 00:09:01,695 --> 00:09:02,207 How the 235 00:09:03,999 --> 00:09:05,279 Alright that's much now 236 00:09:05,791 --> 00:09:06,815 That's looking great 237 00:09:07,327 --> 00:09:08,351 Now let's do 238 00:09:08,607 --> 00:09:14,751 One other thing which is that I'm going to modify my my information I'm going to change the 239 00:09:15,007 --> 00:09:15,775 Turn volume to 1 240 00:09:16,031 --> 00:09:17,055 2 instead of 1 241 00:09:17,567 --> 00:09:19,103 Just to make it a little bit 242 00:09:19,359 --> 00:09:19,871 Nisa 243 00:09:20,127 --> 00:09:23,967 And then I'm going to go to my upgrade screen and discard container 244 00:09:24,479 --> 00:09:24,991 I'm going to say 245 00:09:25,247 --> 00:09:25,759 The card counter 246 00:09:26,015 --> 00:09:28,063 And then I'm going to scroll down to 247 00:09:28,575 --> 00:09:32,671 The theme override consonants and let's put a separation in there of something like 248 00:09:33,183 --> 00:09:33,695 Pixel 249 00:09:33,951 --> 00:09:35,231 Set a larger set 250 00:09:35,487 --> 00:09:36,255 Between the cards 251 00:09:36,511 --> 00:09:37,279 In the game 252 00:09:37,535 --> 00:09:39,327 And remember that separation 253 00:09:39,583 --> 00:09:42,911 Is how far away is each element of the h box can 254 00:09:45,471 --> 00:09:47,007 Alright so we've got a nice 255 00:09:47,263 --> 00:09:52,127 Nicely spaced out I'm probably going to go up to 16 actually on at separation summer to changed 256 00:09:52,383 --> 00:09:55,711 Download a 16 just to provide extra space 257 00:09:55,967 --> 00:09:57,247 Alright that's looking really 258 00:09:58,783 --> 00:10:01,356 So now let's do some animations for the hover 259 00:10:01,357 --> 00:10:03,784 Subtitled by online-courses.club We compress knowledge for you! 260 00:10:03,785 --> 00:10:05,183 So let's go back for a building upgrade card 261 00:10:05,439 --> 00:10:11,071 The tricky thing about animation players as they can only play one animation at a time and there is 262 00:10:11,327 --> 00:10:15,423 I can't have known as blending but that's not really that applicable in 263 00:10:15,679 --> 00:10:16,191 Situation 264 00:10:16,447 --> 00:10:19,263 The reason I mentioned this is because we're going to create an animation 265 00:10:19,519 --> 00:10:20,031 4 266 00:10:20,287 --> 00:10:21,055 A hover a 267 00:10:22,079 --> 00:10:25,663 Play the animation when the card is hovered now the problem is 268 00:10:26,175 --> 00:10:27,967 Is H in animation 269 00:10:28,223 --> 00:10:28,991 Is being played 270 00:10:29,247 --> 00:10:30,527 And we have over 271 00:10:31,039 --> 00:10:33,599 The hover animation is going to interrupt the in anyway 272 00:10:34,111 --> 00:10:34,623 So 273 00:10:35,135 --> 00:10:36,927 Just keep in mind that only one animation 274 00:10:37,183 --> 00:10:38,719 Can you play any time with an animation player 275 00:10:38,975 --> 00:10:41,279 But the obvious way to get round it 276 00:10:41,535 --> 00:10:43,071 Is to introduce a new 277 00:10:44,095 --> 00:10:45,375 So I'm going to create a new era 278 00:10:45,631 --> 00:10:46,143 Claire 279 00:10:47,679 --> 00:10:48,191 Call Dave 280 00:10:48,703 --> 00:10:49,215 Hover 281 00:10:49,727 --> 00:10:50,495 Animation 282 00:10:52,031 --> 00:10:54,335 And I'm going to create a new animation on generic called 283 00:10:55,871 --> 00:10:59,199 Alright and let's change the duration 2.4 again 284 00:10:59,455 --> 00:11:01,503 Exchanger snap 2.05 285 00:11:01,759 --> 00:11:03,295 And then you can zoom with the slider 286 00:11:04,063 --> 00:11:07,135 What's the weather to the root node and we're going to 287 00:11:07,647 --> 00:11:08,927 Scroll to the 288 00:11:09,183 --> 00:11:10,207 Rotation 289 00:11:11,231 --> 00:11:12,767 Let's keyframe that road 290 00:11:14,559 --> 00:11:18,143 And basically when I want to do on hover it's just rotate It Like Jagger little 291 00:11:18,655 --> 00:11:21,471 So I think at 0.1 second I'm going to put a keyframe 292 00:11:21,727 --> 00:11:23,775 With a value of -10 degrees 293 00:11:24,031 --> 00:11:25,823 And then I'm going to do a keyframe 294 00:11:26,335 --> 00:11:27,871 .2 of May 295 00:11:28,127 --> 00:11:29,663 More positive 10 degrees weather 296 00:11:29,919 --> 00:11:30,687 And then 297 00:11:30,943 --> 00:11:31,711 Dad 298 00:11:31,967 --> 00:11:34,271 Three I'm going to give it a value of 299 00:11:35,039 --> 00:11:36,063 So you can see how that looks 300 00:11:36,319 --> 00:11:41,695 Pretty nice and then I'm going to change the duration of .3 instead of .4 so it's right at the end of the animation 301 00:11:41,951 --> 00:11:43,231 And then change the 302 00:11:43,487 --> 00:11:44,511 About the 303 00:11:45,023 --> 00:11:48,607 If you prefer you can make little bit tighter so I might try 304 00:11:49,119 --> 00:11:51,167 .5 and 10.1 in 305 00:11:51,679 --> 00:11:52,703 Two from IKEA 306 00:11:53,215 --> 00:11:56,543 I think I like that so I move my first key from the 0.05 307 00:11:56,799 --> 00:11:59,103 My first my second keyframe or rabbits 308 00:11:59,359 --> 00:12:01,151 The first keyframes at 0 309 00:12:01,407 --> 00:12:03,455 Then the second keyframe is at 0.05 310 00:12:03,711 --> 00:12:04,223 Send 311 00:12:04,479 --> 00:12:06,527 38.1 and then 312 00:12:06,783 --> 00:12:08,063 I have a larger gap 313 00:12:08,575 --> 00:12:09,343 Between when 314 00:12:09,855 --> 00:12:11,135 Steps back to zero 315 00:12:11,391 --> 00:12:13,183 And the reason for the larger gap is that 316 00:12:13,439 --> 00:12:14,975 Makes recovery local 317 00:12:16,255 --> 00:12:19,327 Instead of making everything the same distance away and 318 00:12:19,583 --> 00:12:20,095 Time 319 00:12:20,351 --> 00:12:22,911 Little bit of variation in there especially when it's resetting 320 00:12:23,167 --> 00:12:23,679 Exposition 321 00:12:23,935 --> 00:12:24,703 Is 322 00:12:24,959 --> 00:12:25,471 Is good 323 00:12:25,727 --> 00:12:27,263 Making a feel a little bit more 324 00:12:27,519 --> 00:12:28,543 I never gonna change 325 00:12:28,799 --> 00:12:29,567 What's 2.2 326 00:12:30,847 --> 00:12:33,919 And I'm going to decrease the amount of rotation 327 00:12:34,175 --> 00:12:37,503 Change this to -5 degrees and 5 328 00:12:38,015 --> 00:12:40,063 Ok so now we've got something that a little bit more 329 00:12:40,319 --> 00:12:42,111 Southall now going to play the centre 330 00:12:42,367 --> 00:12:48,255 Let's open up our ability upgrade card I'm going to close the animation panel by clicking the animation button at the bottom bar 331 00:12:48,511 --> 00:12:51,583 And now we have this on gym 332 00:12:52,095 --> 00:12:52,607 Now 333 00:12:52,863 --> 00:12:56,191 We could listen for mouse events to detect hover 334 00:12:56,703 --> 00:13:02,847 If we got 1 mil job but we have the ability upgrade cards selected we can see that we have a mouse entered and mouse 335 00:13:03,103 --> 00:13:06,175 Single and so we can look into those to the German when they play 336 00:13:06,431 --> 00:13:07,711 The hover 337 00:13:08,223 --> 00:13:12,319 So I'm going to unready I'm going to go up here and I'm going to say 338 00:13:12,575 --> 00:13:13,087 Mouse 339 00:13:13,343 --> 00:13:14,367 Entered 340 00:13:14,623 --> 00:13:15,135 Connect 341 00:13:15,391 --> 00:13:15,903 On 342 00:13:16,415 --> 00:13:16,927 Mouse 343 00:13:19,487 --> 00:13:22,047 Create a function on mouse enter at the bottom 344 00:13:25,119 --> 00:13:27,679 And this takes no arguments so we don't need to worry about that 345 00:13:27,935 --> 00:13:30,495 And unless reference are hover animation player 346 00:13:30,751 --> 00:13:31,519 I'm going to play 347 00:13:32,799 --> 00:13:33,311 Cover 348 00:13:33,567 --> 00:13:34,335 Just like so 349 00:13:35,615 --> 00:13:37,919 What we can do to test this instead of running a full game 350 00:13:38,175 --> 00:13:40,991 Is we can just run the scene with the runner and scene 351 00:13:41,247 --> 00:13:42,015 Cancel that 352 00:13:42,271 --> 00:13:44,063 And I can see that this is looking really 353 00:13:44,575 --> 00:13:45,343 Now you can see that 354 00:13:45,599 --> 00:13:47,647 Explain the animation over and over again 355 00:13:47,903 --> 00:13:48,927 Because 356 00:13:49,183 --> 00:13:51,231 Even when we have the mouse on the inside 357 00:13:51,487 --> 00:13:54,047 And this is also due to the mouse filtering 358 00:13:54,559 --> 00:13:55,071 So 359 00:13:55,327 --> 00:13:58,655 We're talking about mouse filtering how it passes gui input event 360 00:13:59,167 --> 00:13:59,935 Up the tree 361 00:14:00,191 --> 00:14:05,055 Default however that behaviour is different with the mouse entered in Mouse exiting signal 362 00:14:05,311 --> 00:14:06,335 Which is varian 363 00:14:06,847 --> 00:14:12,991 Fortunately we can get around this by Justin marking everything that's not important as ignore Mouse 364 00:14:14,527 --> 00:14:15,039 Pass 365 00:14:15,295 --> 00:14:16,319 And that means that 366 00:14:16,575 --> 00:14:19,135 The Missenden signal is just not going to work 367 00:14:19,391 --> 00:14:20,927 Or it's going to be detected 368 00:14:21,183 --> 00:14:21,951 Separate 369 00:14:22,463 --> 00:14:24,255 From where we listening to in other words 370 00:14:24,511 --> 00:14:26,559 Mel centre there's going to be detected for 371 00:14:27,071 --> 00:14:28,863 On this v box contain 372 00:14:29,119 --> 00:14:33,983 Which means that it can't be detected on our route now which is where we're looking for 373 00:14:34,239 --> 00:14:35,775 We listening for the mall Centre 374 00:14:36,287 --> 00:14:39,103 So simple fix to this is we're going to 375 00:14:39,359 --> 00:14:45,503 Select all of these nodes by clicking the margin container and then selecting all by holding shift and clicking on 376 00:14:45,759 --> 00:14:50,111 And we can actually change the properties of multiple nodes by select 377 00:14:50,367 --> 00:14:51,135 Bolton Wanderers 378 00:14:51,391 --> 00:14:52,415 If I scroll down 379 00:14:52,671 --> 00:14:53,951 Cinemas Nottingham 380 00:14:54,207 --> 00:14:58,047 I can change this to ignore and that changes it to ignore for all of 381 00:15:00,351 --> 00:15:02,143 If you got your outfit with now you can see 382 00:15:02,399 --> 00:15:04,447 It says set Mouse filter on 500 383 00:15:04,703 --> 00:15:05,983 Confirming that 384 00:15:06,239 --> 00:15:07,519 We've said it on multiple 385 00:15:08,031 --> 00:15:09,311 Now if we're on the currency 386 00:15:09,823 --> 00:15:12,895 You can see now that the hover animation does not play 387 00:15:13,151 --> 00:15:15,199 Until we leave and come back 388 00:15:15,455 --> 00:15:16,479 In terms of h 389 00:15:16,991 --> 00:15:17,503 Mouse 390 00:15:18,015 --> 00:15:21,599 So that is good and then we can verify it by playing a game 391 00:15:21,855 --> 00:15:24,159 We got a nice animation we have her over it with her 392 00:15:24,671 --> 00:15:26,463 I and then were thinking we needed 393 00:15:26,719 --> 00:15:27,743 In terms of animations 394 00:15:27,999 --> 00:15:28,511 Is 395 00:15:28,767 --> 00:15:29,791 Create a 396 00:15:30,047 --> 00:15:31,327 Animation for one week 397 00:15:31,583 --> 00:15:32,095 1 398 00:15:32,351 --> 00:15:35,423 So let's go ahead and do that so we're going to go out animationplayer 399 00:15:35,679 --> 00:15:37,727 Let's create a new animation 400 00:15:38,239 --> 00:15:39,263 And we're going to call 401 00:15:39,519 --> 00:15:40,287 Selected 402 00:15:41,567 --> 00:15:43,359 Looks like a building upgrade card 403 00:15:43,615 --> 00:15:45,663 And change the scale here 404 00:15:45,919 --> 00:15:46,431 So 405 00:15:46,687 --> 00:15:47,967 What keyframe the scale 406 00:15:48,223 --> 00:15:50,527 Let's reset the skill first 21 407 00:15:50,783 --> 00:15:52,319 And then what keyframe the scale 408 00:15:52,575 --> 00:15:53,343 Just like some 409 00:15:53,599 --> 00:15:54,367 And then 410 00:15:54,623 --> 00:15:56,927 Let's do another point for decoration 411 00:15:57,439 --> 00:15:58,463 Let's change the snow 412 00:15:58,719 --> 00:15:59,487 2.05 413 00:15:59,999 --> 00:16:03,071 Let's also change this interpolation Lauder Cuba 414 00:16:04,351 --> 00:16:08,703 And what would I do it after .5 seconds were going to snap this up to something 415 00:16:08,959 --> 00:16:09,983 1.2 416 00:16:11,263 --> 00:16:11,775 And then 417 00:16:12,031 --> 00:16:14,847 At the very end point for let's change it to 418 00:16:16,383 --> 00:16:17,919 Alright so that's what we end up 419 00:16:18,431 --> 00:16:20,223 However I'm going to change this 420 00:16:20,735 --> 00:16:21,247 Easing 421 00:16:21,503 --> 00:16:23,295 On the second keyframe here 422 00:16:23,551 --> 00:16:26,111 I'm going to change this by dragging this down to something 423 00:16:26,367 --> 00:16:27,903 2.2 424 00:16:29,439 --> 00:16:31,999 Ok I think that looks alright I might do something close 425 00:16:32,255 --> 00:16:32,767 To act 426 00:16:33,791 --> 00:16:35,839 You can play it over and over again see how that works 427 00:16:36,095 --> 00:16:38,399 I think that looks really great and then 428 00:16:38,911 --> 00:16:41,983 The last thing that we're going to do is really create an animation for 429 00:16:42,495 --> 00:16:44,287 The card being discard 430 00:16:44,543 --> 00:16:46,079 So we want to 431 00:16:46,335 --> 00:16:48,895 Take all the rest of the card the word select 432 00:16:50,175 --> 00:16:50,943 Make them 433 00:16:51,455 --> 00:16:52,735 Maybe fadeout 434 00:16:53,247 --> 00:16:55,295 So let's create a new animation 435 00:16:55,551 --> 00:16:56,063 In 436 00:16:56,319 --> 00:16:58,111 Hear cold discard 437 00:16:58,623 --> 00:17:00,415 And again click the animation button click 438 00:17:00,927 --> 00:17:02,719 So we should have three animations on 439 00:17:03,231 --> 00:17:05,791 Route default animation player here 440 00:17:06,047 --> 00:17:08,351 Which are discard in and selection 441 00:17:08,863 --> 00:17:09,375 So just 442 00:17:09,631 --> 00:17:11,935 Let's do the same settings 443 00:17:12,191 --> 00:17:13,727 0.05 snap 444 00:17:13,983 --> 00:17:15,263 And let's 445 00:17:15,519 --> 00:17:17,567 Keyframe the scale on the route 446 00:17:17,823 --> 00:17:18,847 No here 447 00:17:19,103 --> 00:17:20,639 Find the scale keyframes 448 00:17:20,895 --> 00:17:22,687 And then we'll just send it out 449 00:17:22,943 --> 00:17:23,711 2 450 00:17:23,967 --> 00:17:24,479 0 451 00:17:24,735 --> 00:17:25,759 Immediately 452 00:17:26,271 --> 00:17:29,087 Network analyst change the interpretation about the queue 453 00:17:29,599 --> 00:17:31,903 Let's actually make the situation PT 1 454 00:17:34,719 --> 00:17:36,767 So that's what the rest of the cards are going to do 455 00:17:37,023 --> 00:17:38,815 If you're not selected and then 456 00:17:39,327 --> 00:17:41,375 This animation is gonna be the one that plays 457 00:17:41,631 --> 00:17:44,703 When is elected now we can make this little bit fancy here 458 00:17:44,959 --> 00:17:46,239 So I'm going to 459 00:17:46,495 --> 00:17:48,799 Also add a keyframe at the route 460 00:17:49,055 --> 00:17:49,567 4 461 00:17:49,823 --> 00:17:51,103 Rotation song 462 00:17:51,615 --> 00:17:52,383 Create a 463 00:17:52,639 --> 00:17:54,175 Keyframe for the rotation 464 00:17:55,455 --> 00:17:56,223 I'm going to 465 00:17:56,479 --> 00:17:58,783 At 0.05 change it to next 466 00:17:59,039 --> 00:17:59,551 10 467 00:18:00,831 --> 00:18:03,391 And then somewhere around let's say 468 00:18:03,647 --> 00:18:04,159 2 469 00:18:04,415 --> 00:18:06,719 A rotated two positive 5 470 00:18:06,975 --> 00:18:09,023 And then out to zero 471 00:18:11,327 --> 00:18:13,887 -10 then deposit 5 lenders 472 00:18:14,399 --> 00:18:17,983 Can I get a bit more movement little bit more Windsor 473 00:18:18,239 --> 00:18:19,519 And I think it looks nice 474 00:18:19,775 --> 00:18:21,055 So now we got a hug knees 475 00:18:21,311 --> 00:18:23,103 So the first one we will need to do 476 00:18:23,359 --> 00:18:26,175 Is we can open up our ability upgrade card script 477 00:18:26,431 --> 00:18:27,711 And a here 478 00:18:27,967 --> 00:18:28,991 When we 479 00:18:29,247 --> 00:18:30,783 Omit the selective sync 480 00:18:31,039 --> 00:18:32,831 We want to play that animation 481 00:18:33,087 --> 00:18:35,903 So let's go ahead and before the selected in 482 00:18:36,415 --> 00:18:38,719 What's a animation player.pl 483 00:18:39,231 --> 00:18:39,743 Selecta 484 00:18:41,023 --> 00:18:42,047 Now there is 485 00:18:42,303 --> 00:18:43,583 Something that we have to consider here 486 00:18:43,839 --> 00:18:46,143 Which is that now were introducing animation 487 00:18:46,655 --> 00:18:51,519 It is possible for the user to of instant spam their Mouse button and select multiple times 488 00:18:52,031 --> 00:18:52,543 We don't 489 00:18:53,055 --> 00:18:56,895 So we actually have to keep track of whether we can actually interact with 490 00:18:58,175 --> 00:19:00,223 Ability card so let's Create another variable up 491 00:19:00,735 --> 00:19:02,015 What does calling disabled 492 00:19:02,783 --> 00:19:03,807 What is equal to false 493 00:19:05,087 --> 00:19:06,623 And then when we 494 00:19:07,135 --> 00:19:13,279 Have a left click let's Create and set that brother to disabled = true in that 495 00:19:13,791 --> 00:19:15,583 And now all we can do is we can say 496 00:19:15,839 --> 00:19:17,119 On gym put 497 00:19:17,375 --> 00:19:17,887 Disable 498 00:19:18,655 --> 00:19:19,935 We can return out of 499 00:19:20,447 --> 00:19:20,959 Like so 500 00:19:21,215 --> 00:19:23,007 And the same for the on mouse 501 00:19:23,775 --> 00:19:25,055 If disabled 502 00:19:26,079 --> 00:19:26,591 Return 503 00:19:26,847 --> 00:19:30,431 That way we're just not going to listen to those events anymore 504 00:19:30,687 --> 00:19:31,711 If disabled 505 00:19:31,967 --> 00:19:33,759 Disabled will be true when we see 506 00:19:34,271 --> 00:19:38,111 Ok the other problem is that as soon as we admit the selected signal 507 00:19:38,367 --> 00:19:39,135 The 508 00:19:39,391 --> 00:19:42,463 Upgrade screen in here without upgrade screen 509 00:19:42,719 --> 00:19:43,231 Script 510 00:19:43,487 --> 00:19:46,303 Is automatically going to unpause the tree 511 00:19:47,583 --> 00:19:48,095 That's 512 00:19:48,607 --> 00:19:49,119 Shop 513 00:19:49,375 --> 00:19:52,191 What we can do instead is we can 514 00:19:52,447 --> 00:19:53,983 Await for that too 515 00:19:54,239 --> 00:19:54,751 Done 516 00:19:55,007 --> 00:19:57,823 Before we emit the selected sig 517 00:19:58,335 --> 00:20:00,383 So what we can do as we can say 518 00:20:00,639 --> 00:20:03,455 100 animation play without play we can stay away 519 00:20:03,967 --> 00:20:04,991 Animation player 520 00:20:06,527 --> 00:20:07,807 Animation finish 521 00:20:08,319 --> 00:20:14,463 So that will do is that's the same away that we use earlier it's just going away for the current animation to be finished and then 522 00:20:14,719 --> 00:20:15,487 Will it fit 523 00:20:15,743 --> 00:20:16,511 Selected 524 00:20:17,023 --> 00:20:19,327 So that means that are Renovations are going to finish 525 00:20:19,583 --> 00:20:20,095 4 526 00:20:20,351 --> 00:20:23,167 The upgrade screen gets the single that was some 527 00:20:24,447 --> 00:20:27,519 So in addition to that we need to discard the other car 528 00:20:27,775 --> 00:20:28,543 As well 529 00:20:28,799 --> 00:20:31,103 And so let's go to our ability upgrade card 530 00:20:31,359 --> 00:20:34,943 Let's go to the new tab and select the groups to have a good day 531 00:20:35,199 --> 00:20:39,039 Let's add a to a group called upgrade underscore card in the reason I were doing that 532 00:20:39,295 --> 00:20:40,063 Is because 533 00:20:40,319 --> 00:20:43,135 We need to grab the other upgrade cards 534 00:20:43,391 --> 00:20:45,951 And make them play their discard innovation 535 00:20:46,463 --> 00:20:47,999 So we've got that Adam 536 00:20:48,255 --> 00:20:48,767 Let's 537 00:20:49,023 --> 00:20:51,583 Create another function Coldplay discord 538 00:20:51,839 --> 00:20:52,351 So far 539 00:20:52,607 --> 00:20:53,119 Play 540 00:20:53,375 --> 00:20:53,887 Discord 541 00:20:54,911 --> 00:20:56,191 And we're going to do 542 00:20:56,447 --> 00:20:57,727 Where is Saints v Wigan 543 00:20:58,239 --> 00:20:59,007 Animation play 544 00:20:59,263 --> 00:21:00,031 Stop Play 545 00:21:02,335 --> 00:21:05,407 So now in a hear when we select the car 546 00:21:05,919 --> 00:21:06,943 We are going to 547 00:21:07,455 --> 00:21:08,223 Tell the other car 548 00:21:08,479 --> 00:21:09,503 Play a discord animation 549 00:21:09,759 --> 00:21:13,087 I'm actually going to create another function in here called the select 550 00:21:13,599 --> 00:21:14,111 Car 551 00:21:15,135 --> 00:21:16,416 And we're going 552 00:21:16,672 --> 00:21:18,464 To take all of these lines 553 00:21:18,976 --> 00:21:20,512 Cut them in peace them there 554 00:21:21,280 --> 00:21:22,304 Make sure the Indian 555 00:21:22,560 --> 00:21:23,072 When is proper 556 00:21:23,328 --> 00:21:24,608 One level of intuition 557 00:21:24,864 --> 00:21:28,704 And then in that is blocked that we just cut the code out of let's call Saul 558 00:21:29,728 --> 00:21:32,800 And the reason is because this is starting to become quite a lot 559 00:21:33,824 --> 00:21:34,336 An 560 00:21:34,592 --> 00:21:35,616 I just think it'll 561 00:21:35,872 --> 00:21:36,384 Cleaner 562 00:21:36,640 --> 00:21:37,408 To have 563 00:21:37,664 --> 00:21:40,480 Each distinct set of functionality have its own 564 00:21:41,504 --> 00:21:44,832 For instance here this is just responsible for handling gym 565 00:21:45,088 --> 00:21:49,696 What's the light card is responsible for doing all of the things that need to happen when the card is 566 00:21:50,208 --> 00:21:52,768 So playing it selected animation now what we need to do 567 00:21:53,024 --> 00:21:54,048 Is we need to 568 00:21:55,328 --> 00:21:57,632 Other under scorecard in 569 00:21:57,888 --> 00:21:58,656 Get tree 570 00:21:59,936 --> 00:22:01,472 Get nodes in 571 00:22:01,984 --> 00:22:04,544 And that string name is going to be what we supplied in here 572 00:22:04,800 --> 00:22:05,824 Which is upgrade 573 00:22:06,336 --> 00:22:07,360 Card game 574 00:22:07,616 --> 00:22:08,896 And we can say 575 00:22:09,408 --> 00:22:10,944 If other card 576 00:22:11,200 --> 00:22:12,224 Is equal to 577 00:22:12,736 --> 00:22:14,272 Then we're just going to continue 578 00:22:14,784 --> 00:22:17,088 So where is actually bring it over it bye 579 00:22:17,344 --> 00:22:17,856 Since 580 00:22:18,112 --> 00:22:22,976 The current card is obviously going to have this group as well we need to make sure that were not 581 00:22:23,232 --> 00:22:24,256 Doing anything 582 00:22:24,512 --> 00:22:25,280 When 583 00:22:25,536 --> 00:22:27,328 The card that were currently selected 584 00:22:27,584 --> 00:22:29,120 Comes up in this 585 00:22:29,376 --> 00:22:30,656 List or there's a raid 586 00:22:30,912 --> 00:22:31,680 It comes back 587 00:22:32,192 --> 00:22:36,800 And then continue again just tells us to continue with the iteration and don't do anything 588 00:22:37,312 --> 00:22:37,824 4th 589 00:22:38,080 --> 00:22:39,104 Item for this 590 00:22:39,616 --> 00:22:43,200 Other cars equal to self continue otherwise were going to say another car 591 00:22:43,456 --> 00:22:45,504 Start play underscore disc 592 00:22:46,016 --> 00:22:46,528 Like so 593 00:22:47,808 --> 00:22:49,088 No it all went well 594 00:22:49,344 --> 00:22:50,368 We should see that 595 00:22:51,136 --> 00:22:54,720 All those animations play it so we'll have a select animation that's played 596 00:22:54,976 --> 00:22:56,256 When we select 597 00:22:56,512 --> 00:22:58,304 A card and we'll have a 598 00:22:58,816 --> 00:23:00,608 Discrimination has played for the other one so 599 00:23:01,632 --> 00:23:04,448 Alright look at that so we've got that set up really nice 600 00:23:04,704 --> 00:23:09,312 You'll notice that the game does not on pause until Oliver's animations are finished 601 00:23:11,616 --> 00:23:13,152 And look at that looking 602 00:23:13,664 --> 00:23:16,480 And that's animations for our upgrade cards 40122

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