All language subtitles for 18. Pooling other enemies

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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

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