Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:03,680 --> 00:00:09,560
Now I'm going to show you how to get the system to work with bats and ghosts as well so you can spawn
2
00:00:09,560 --> 00:00:10,820
in as many as you like.
3
00:00:11,390 --> 00:00:13,880
If you've managed to do it yourself, that's great.
4
00:00:14,030 --> 00:00:16,100
OK, but I'm going to show you how to do it in this video.
5
00:00:16,640 --> 00:00:22,400
So I'm just going to switch these two items back on again and we're going to go back into the script.
6
00:00:24,910 --> 00:00:26,860
OK, so we've got zombies on screen.
7
00:00:27,670 --> 00:00:32,890
We also need a public integer for bats on screen.
8
00:00:34,570 --> 00:00:40,870
Let's just make them to to begin with, while we're testing public integer and let's call it ghosts
9
00:00:41,050 --> 00:00:41,680
on screen.
10
00:00:43,950 --> 00:00:49,380
It's also make those tours well, OK, now I'm going to copy this element.
11
00:00:49,970 --> 00:00:53,190
Drone C control V control and V.
12
00:00:53,460 --> 00:01:00,690
We need a slot to store the last destroyed, but in the last destroyed ghost.
13
00:01:02,790 --> 00:01:07,980
So effectively as those in memory so that you can switch their positions and switch them back on again
14
00:01:08,670 --> 00:01:14,460
spawn points, we've already done, we've already sent that player one next available slot is all sorted.
15
00:01:14,460 --> 00:01:15,780
And so we spawn time.
16
00:01:17,700 --> 00:01:29,940
So down into our chute where we've got this last destroy zombie equals hit or transformed game object,
17
00:01:29,940 --> 00:01:34,830
let's do a control and see and let's just pace this Volin.
18
00:01:34,830 --> 00:01:40,410
Let's do blast destroyed bat equals hit, not transform, not game object.
19
00:01:41,020 --> 00:01:43,650
And in this one, it's going to be last destroyed ghost.
20
00:01:48,260 --> 00:01:55,160
OK, we know that we want to reduce their number after they were taken off the screen, so I'm going
21
00:01:55,160 --> 00:01:55,700
to say.
22
00:01:57,380 --> 00:02:01,820
What's on screen minus minus for this one?
23
00:02:02,390 --> 00:02:03,980
Ghosts on screen.
24
00:02:08,150 --> 00:02:14,270
Well, I pressed the ghosts on screen, minus minus.
25
00:02:15,610 --> 00:02:15,990
We go.
26
00:02:18,730 --> 00:02:28,530
And now in a check for enemies, you can actually just take all of this master control and see that
27
00:02:28,570 --> 00:02:33,820
I can do a control in V control and be now safe.
28
00:02:34,360 --> 00:02:35,500
But on screen,
29
00:02:38,470 --> 00:02:39,300
less than two.
30
00:02:39,640 --> 00:02:41,320
Once again, I'm going to check the spots.
31
00:02:41,320 --> 00:02:42,220
We're going to say lost.
32
00:02:42,490 --> 00:02:49,390
If lost, destroyed bat and I think is comfortably is not equal to null.
33
00:02:49,720 --> 00:02:56,590
And we're going to say last destroyed but transformed up position equals next available slot in the
34
00:02:56,590 --> 00:02:58,050
movie and iterate through the slots.
35
00:02:58,770 --> 00:03:03,430
Say less destroyed but don't transform.
36
00:03:03,430 --> 00:03:05,200
Look at player lost.
37
00:03:05,200 --> 00:03:08,560
Destroyed by said active to true.
38
00:03:09,880 --> 00:03:14,290
And then we don't need this because this is only called on the zombie.
39
00:03:14,590 --> 00:03:17,550
So let's get rid of this line and then we're going to say.
40
00:03:17,560 --> 00:03:19,270
But on screen plus.
41
00:03:22,070 --> 00:03:26,330
Do the same with ghosts, sort of ghosts on screen.
42
00:03:27,260 --> 00:03:33,800
If lost, destroyed, ghost is not equal to no and less destroyed.
43
00:03:33,810 --> 00:03:35,750
Ghosts don't transform.
44
00:03:35,750 --> 00:03:38,690
The position is equal to the next available slot.
45
00:03:39,080 --> 00:03:43,280
Iterate through the spots and then lost, destroyed ghost.
46
00:03:44,300 --> 00:03:48,410
Look, a player must destroy ghosts, which again.
47
00:03:51,260 --> 00:03:53,410
And we don't need the lost destroyed zombie bit.
48
00:03:55,100 --> 00:03:57,560
So then we're going to see ghosts on screen.
49
00:03:59,390 --> 00:04:00,050
Plus, plus.
50
00:04:00,560 --> 00:04:00,830
All right.
51
00:04:00,920 --> 00:04:01,280
That's it.
52
00:04:02,400 --> 00:04:02,980
That's uh.
53
00:04:03,540 --> 00:04:04,610
That's all we need to do.
54
00:04:05,150 --> 00:04:05,930
Really easy.
55
00:04:10,220 --> 00:04:19,100
Let's wait for that to compile and then we need some more butts and ghosts, so let's just duplicate
56
00:04:19,100 --> 00:04:29,840
one of the bats and say we have it back here somewhere and then let's also duplicate one of the ghosts.
57
00:04:33,150 --> 00:04:37,920
This one over here, it's a little bit closer to the player and if it can.
58
00:04:39,550 --> 00:04:40,450
Looking at the player.
59
00:04:43,020 --> 00:04:49,890
And we got plenty of characters now and just double check that there's no missing slots on me ground,
60
00:04:49,890 --> 00:04:50,520
which there isn't.
61
00:04:51,330 --> 00:04:53,280
OK, let's double check list now.
62
00:04:57,240 --> 00:05:05,230
That's is about to begin with, and we get a new battle over there, GOST is getting very close.
63
00:05:11,840 --> 00:05:15,110
Seems this ghost is too close to hit, which is interesting.
64
00:05:16,910 --> 00:05:17,450
Did it.
65
00:05:25,910 --> 00:05:27,410
These two have finally reached me.
66
00:05:34,200 --> 00:05:36,990
And we've got an endless wave of objects.
67
00:05:43,320 --> 00:05:46,380
So we've got the ghosts, we got the bats and we got the zombies.
68
00:05:47,130 --> 00:05:49,880
Now notice that we've only got two of each.
69
00:05:49,890 --> 00:05:52,440
So we've effectively got six characters on screen.
70
00:05:52,710 --> 00:05:58,290
But because they're constantly pooling, it looks like we've got loads and loads of characters in the
71
00:05:58,290 --> 00:06:03,450
game at any point in the game's life and never going to have more than six characters.
72
00:06:04,080 --> 00:06:07,830
So that's a great way to optimize a mobile game.
73
00:06:08,400 --> 00:06:10,410
But we want more than six characters.
74
00:06:10,750 --> 00:06:12,180
The moment, it's far too easy.
75
00:06:12,870 --> 00:06:20,700
And so in the next video, we're going to add a few more characters and we're going to start working
76
00:06:20,700 --> 00:06:22,500
on the damage system to the play.
6808
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.