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Our upgrade cards are looking better now bye
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They
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Need to be animated to give a little bit of love
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52 that screen so
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Let's go ahead and go to our upgrade card
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Scene
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Let's create an animation player
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As a child
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Of this
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Route now
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And we can drag it up to be the first child
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Let's create a new animation by clicking the animation button
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And then clicking new
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McAuley
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In
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So what we want
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Is we want to
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Make this bounce in a little bit so we're going to select our ability upgrade car
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The root node and then let's go ahead and keyframe some of the transfer
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Stuff so
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Keyframe V scale here
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By clicking the key button
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Be good for now
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And we're gonna make it sort of bounds since I'm going to make the
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Animation .4
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Skins long with this input right here
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And I'm going to zoom in
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Turn the slider at the bar
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Subtitled by
online-courses.club
We compress knowledge for you!
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And let's say ad
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0
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The first keyframe let's set the scale to 0
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Annan at .1
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Vets in Surrey Quay right there
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Add set the value to 1.3
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In both the X and Y
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And then let's have it fade out to
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1 by .4
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Add .4 sec
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How to change a back to wall
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Play the
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So this looks really bad
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And the reason is because our pivot offset is in the top left corner in so that means that is
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Rotate and scale around
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Point
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What we want to do is let's like our building up
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Card and we have our size set to 150 by 1
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So that means that in order to centre our pivot offset
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We can change the pivot offset property under transform
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Tu150
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2 which is 75
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Multi-x in the
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And then you'll notice that the orange cross
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Is now on the Seine
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Which means that
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That's the pivot offset
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So now you can see that
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That scales in really nicely around the centre
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No I'm going to do something to change the snap down here in the animation so weak
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Select
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Animation player tab by clicking this button if it's not open
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Let's open up that animation
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And then
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Can I change my snaps
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2.05
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In the bottom
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And then drag over this one
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3 scale
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Keyframe
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2.15
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Instead so that looks much nicer
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And I'm going to change the
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Interpolation mode here
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2 cubed
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Alright so that's a very simple
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In animation
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Can play now we have
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To tell the card to
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Play this
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What's go ahead and open up our school
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And we will need to create a new function that we can call from our upgrade screen
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Scotts Farm
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Play
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In
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Alright and then we're going to do is you're going to rest
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The animationplayer
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I'm going to call dart player
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Alright so
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We've got our play in function
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Let's go out and opener upgrade screen
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With our quick open seen button
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Double click to open that upgrade screen
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And you can see that we are
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Creating Oliver cards
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In here
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So what I want to do before
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Connect to the selected
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Method here for the selected signal
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I'm going to say card instance
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Play underscore
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In
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End call
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Alright so let's go out
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And Run the game and see what that looks
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That's looking ok
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Now we probably don't want both of those two play at the same time
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So what we can do is let's go back to our ability upgrade card and we can enable staggering
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Introducing a delay
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So it's a delay
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In our play in right ear
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And that's going to be uptight float I would have said it 0
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To start
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Sodalite
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Is it 0
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I'm here what we can do as we can use the away
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So what we can do as we can stay awake
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Get tree
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Start create timer
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Delay
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Start timer
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What is this weight do
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So this is a concept known as a synchronous program
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What is actually happens as first of all we're creating a timer
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Which you can do this is a scene 3 time
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It's different than the timer that you can add 2 as a note to your scenes
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And it's a nice way to create a one-off timer so you don't need to cover up your nose strong
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And we are passing a delay to say ok this is how long a timer
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Needs to wait
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And then we say that timeout will referencing at signal now when we do a weight
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My dad is saying is we are going to wait
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We're going to stop execution of this
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Puncture
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Until the timeout signal has been in middle
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From
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Set a timer and so this is a nice way of not having to
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To write
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Specific signal connection
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Method
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And
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Does await essentially just passes this function until that time as done in the rest of the game continues
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Executing until
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Time out is
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Omitted and then it will continue on with this phone
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Is meant by a single
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Usually function
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All run line by line at the same time
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But when you're using a weight
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You can actually the engine tax I do other things including rendering more frames
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Until this time out is a minute and then it will continue
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Lucian from the
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The final thing we want to do is we want to set the scale to zero when we called
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Because our skills not sitting here until animation place
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So let's just make sure that were setting the
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Scale
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Is equal to
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To that
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And we should
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Girl
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Now let's go back for upgrade screen we need to keep track of our delay
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So let's create a very delay is equal to 0
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Was passed that delay into the play in
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And at the end of each iteration were going to say delay
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Ok and I would that generated PT 2 second delay between each
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I'm going to run out
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And see what is going on here
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Ok looks like Iris scale isn't work
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So we need to fix it
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So let's go back to our building
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So the reasoning skills and working is because again
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The
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Containers
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Resize their children including the scale
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Essentially nothing about the Transformers reliable when you're working with
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Parent control nodes that are container types
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So what we need to do instead
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Is I'm going to do a different trick which is modulus
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I'm going to say modulate is he go to
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Colour
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Transparent
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And if this is essentially going to change the model
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If I look at my 2DS
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Images play the
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Animation
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So I look at my modulate by scrolling down
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That's under the visibility section
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Is margarine is essentially a colour that is x the colour of
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Whatever has been rendered and so if I turn the alpha all the way down to 0
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You can see that it's still exist
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And it still takes up space
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But it's just not visit
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This is a nice cheap way of hiding a UI element but keeping it in the layout
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So that things don't get shift and
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That's what we do
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The code
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If I open
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My play in resetting a modulator colour that transparent which is essentially just a constant that represents
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Get rid of scale in an after the timeout were going to set our margin
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Back to
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Coloured
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White
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So let's see if that
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And again that white colour is just
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Concert
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The way
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And it looks like
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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
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Jerky
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And that is another problem with another cork of Cadell
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Is that the animation player
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Will not play immediately when you can't play I believe it it only takes effect on it
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Next frame cleaning up with one frame where
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Card is visible
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But our animation Player is not forcing the scale to be zero so I
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The beginning of our in animation
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You can see that it's sitting a scale 20 but were setting the card to visible
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Before that
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Evaluation
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In Southern one frame where the card is fully visible and then
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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
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By the way we can avoid this is
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We can get rid of the model y = coloured at White in here
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And then we can put that in our animation instead
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So I'm going to select my in animation
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And select the 2D
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Are you at the top
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Select the root ability upgrade card
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How much keyframe the modulator
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And I will drag that key
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All the way up
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So we're going to be setting the modulator transparent at the code and then as soon as the animation player
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Takes effect
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It will send it to visible
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So let's see
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How the
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Alright that's much now
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That's looking great
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Now let's do
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One other thing which is that I'm going to modify my my information I'm going to change the
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Turn volume to 1
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2 instead of 1
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Just to make it a little bit
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Nisa
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And then I'm going to go to my upgrade screen and discard container
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I'm going to say
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The card counter
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And then I'm going to scroll down to
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The theme override consonants and let's put a separation in there of something like
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Pixel
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Set a larger set
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Between the cards
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In the game
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And remember that separation
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Is how far away is each element of the h box can
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Alright so we've got a nice
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Nicely spaced out I'm probably going to go up to 16 actually on at separation summer to changed
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Download a 16 just to provide extra space
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Alright that's looking really
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So now let's do some animations for the hover
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Subtitled by
online-courses.club
We compress knowledge for you!
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So let's go back for a building upgrade card
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The tricky thing about animation players as they can only play one animation at a time and there is
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I can't have known as blending but that's not really that applicable in
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Situation
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The reason I mentioned this is because we're going to create an animation
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4
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A hover a
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Play the animation when the card is hovered now the problem is
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Is H in animation
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Is being played
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And we have over
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The hover animation is going to interrupt the in anyway
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So
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Just keep in mind that only one animation
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Can you play any time with an animation player
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But the obvious way to get round it
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Is to introduce a new
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So I'm going to create a new era
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Claire
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00:10:47,679 --> 00:10:48,191
Call Dave
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00:10:48,703 --> 00:10:49,215
Hover
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00:10:49,727 --> 00:10:50,495
Animation
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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
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Exchanger snap 2.05
285
00:11:01,759 --> 00:11:03,295
And then you can zoom with the slider
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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
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00:11:09,183 --> 00:11:10,207
Rotation
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00:11:11,231 --> 00:11:12,767
Let's keyframe that road
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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
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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
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00:11:26,335 --> 00:11:27,871
.2 of May
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00:11:28,127 --> 00:11:29,663
More positive 10 degrees weather
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00:11:29,919 --> 00:11:30,687
And then
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00:11:30,943 --> 00:11:31,711
Dad
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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
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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
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And then change the
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00:11:43,487 --> 00:11:44,511
About the
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If you prefer you can make little bit tighter so I might try
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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
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00:11:53,215 --> 00:11:56,543
I think I like that so I move my first key from the 0.05
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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
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Then the second keyframe is at 0.05
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00:12:03,711 --> 00:12:04,223
Send
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38.1 and then
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I have a larger gap
313
00:12:08,575 --> 00:12:09,343
Between when
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00:12:09,855 --> 00:12:11,135
Steps back to zero
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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
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00:12:16,255 --> 00:12:19,327
Instead of making everything the same distance away and
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Time
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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
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00:12:23,935 --> 00:12:24,703
Is
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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
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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
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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
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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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