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These are the user uploaded subtitles that are being translated: 1 00:00:06,656 --> 00:00:12,800 So what makes a game a game is well preventing the player 2 00:00:13,056 --> 00:00:19,200 I'm doing something and then having them actually able to accomplish something 3 00:00:19,456 --> 00:00:24,832 Because they completed that challenge I mean that's pretty obvious right so let's Create something called 4 00:00:25,088 --> 00:00:25,856 Date 5 00:00:26,368 --> 00:00:29,440 He wasn't actually going to move this down and 6 00:00:30,208 --> 00:00:32,256 Recreate some or Land Rover here 7 00:00:33,280 --> 00:00:36,864 How much is grab one of these grounds and paste it 8 00:00:38,144 --> 00:00:39,424 2 9 00:00:40,192 --> 00:00:44,032 That right here and drink a little bit this going to be a gate 10 00:00:45,056 --> 00:00:46,848 And then we'll take this 11 00:00:47,616 --> 00:00:49,408 Delicious cafe in 12 00:00:49,664 --> 00:00:55,808 Again can bring it up here so there's a gate to enter a new Zone and let's just put 13 00:00:56,064 --> 00:00:56,576 Here as well 14 00:00:58,880 --> 00:01:00,909 Beautiful writing 15 00:01:00,911 --> 00:01:03,387 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:03,388 --> 00:01:05,280 This gate can only be 17 00:01:05,536 --> 00:01:08,096 Cast if you have a key 18 00:01:08,352 --> 00:01:08,864 Ok 19 00:01:09,376 --> 00:01:12,448 So we're going to do as we're going to first and foremost 20 00:01:12,704 --> 00:01:14,240 Let's make this gate 21 00:01:15,264 --> 00:01:17,312 I'm out just wait for now 22 00:01:17,568 --> 00:01:18,592 And that sort of 23 00:01:18,848 --> 00:01:19,616 Links 24 00:01:20,128 --> 00:01:22,688 The store to the key here 25 00:01:22,944 --> 00:01:23,712 Ok 26 00:01:24,480 --> 00:01:28,576 So we need to be able to check to see if the player has an inventory item 27 00:01:29,088 --> 00:01:30,368 If they do 28 00:01:30,624 --> 00:01:33,184 Then the gate what automatically open right 29 00:01:34,208 --> 00:01:37,792 So let's make sure that this ground that we copied and changed a little bit 30 00:01:38,048 --> 00:01:39,328 What causes gait 31 00:01:40,096 --> 00:01:42,144 And it's put it in our prefabs 32 00:01:43,424 --> 00:01:44,960 It'll be an original prefab 33 00:01:45,728 --> 00:01:49,824 Perfect by the way guys if you're getting errors while you're working on this 34 00:01:50,336 --> 00:01:55,200 Will eventually need a cleaning job but they're actually not causing any problems so 35 00:01:55,456 --> 00:01:57,248 Clear this out for now 36 00:01:58,272 --> 00:01:59,808 Skate here 37 00:02:00,320 --> 00:02:01,856 Create a new script 38 00:02:02,368 --> 00:02:05,696 That will do something if the player has 39 00:02:06,464 --> 00:02:09,280 Inhibitory item so it creates a new c-sharp script 40 00:02:09,792 --> 00:02:10,560 Weird colours 41 00:02:10,816 --> 00:02:11,328 Gate 42 00:02:14,144 --> 00:02:18,496 Again if you get weird there's like this it's just part of the course with unity 43 00:02:19,264 --> 00:02:22,592 I'm not cleaning up eventually but I don't worry about him right now 44 00:02:23,104 --> 00:02:24,896 A m dragon will be here 45 00:02:25,664 --> 00:02:27,200 And working at 46 00:02:27,968 --> 00:02:29,248 Agate script 47 00:02:29,760 --> 00:02:32,576 A select in the gate to dragon Andover 48 00:02:32,832 --> 00:02:36,160 Now currently do anything because we open up the Script 49 00:02:37,184 --> 00:02:41,024 It's nothing so what we're going to do 50 00:02:41,280 --> 00:02:45,888 Is there actually going to create a new on trigger enter 51 00:02:46,400 --> 00:02:47,168 Auction 52 00:02:47,936 --> 00:02:50,496 Remember that one that we had for a collectible here 53 00:02:51,008 --> 00:02:52,288 On trigger enter 2D 54 00:02:53,312 --> 00:02:56,384 What is going to use this same sort a function for the gate 55 00:02:57,408 --> 00:02:59,712 So ontriggerenter2d 56 00:03:01,248 --> 00:03:02,528 Do something 57 00:03:03,040 --> 00:03:04,576 What's out of bracket down here 58 00:03:05,344 --> 00:03:07,648 If you're going to use this ontriggerenter2d 59 00:03:08,416 --> 00:03:10,464 We actually need a box Collider 60 00:03:10,976 --> 00:03:14,816 On this gate that is a trigger ok 61 00:03:15,584 --> 00:03:19,680 Not only do we have this polygon Collider that actually stops the player 62 00:03:20,192 --> 00:03:21,984 It's not a Trigger 63 00:03:22,752 --> 00:03:28,896 We also want a trigger on here as well so we can literally just add another Collider a box Collider 2D 64 00:03:29,920 --> 00:03:30,944 And this one 65 00:03:31,456 --> 00:03:32,992 Is going to be a Trigger 66 00:03:34,528 --> 00:03:36,064 The size 67 00:03:36,576 --> 00:03:37,856 A little bit bigger 68 00:03:38,112 --> 00:03:39,136 Say something like this 69 00:03:40,416 --> 00:03:41,184 Alright 70 00:03:41,952 --> 00:03:43,232 Does go back into a script 71 00:03:44,256 --> 00:03:46,048 Create an if statement 72 00:03:46,560 --> 00:03:47,328 If 73 00:03:48,352 --> 00:03:49,376 The collision 74 00:03:49,632 --> 00:03:52,704 There you go here which is a collider2d variable type 75 00:03:53,216 --> 00:03:54,496 If collision 76 00:03:54,752 --> 00:04:00,128 Die gameobject die name = player 77 00:04:02,176 --> 00:04:04,480 Debug.log 78 00:04:05,760 --> 00:04:09,856 I'm triggered by the player 79 00:04:11,648 --> 00:04:14,208 I say that out and 80 00:04:14,464 --> 00:04:16,256 Can't we just testing to see if it works 81 00:04:18,047 --> 00:04:20,607 Again the player is going to 82 00:04:20,863 --> 00:04:22,143 Stop 83 00:04:22,911 --> 00:04:27,007 Moving because there is actually a polygon Collider here that could have stopped the player 84 00:04:27,263 --> 00:04:30,335 There's also a trigger here this box Collider Trigger 85 00:04:31,103 --> 00:04:32,639 Set to true 86 00:04:33,407 --> 00:04:34,687 That's going to be 87 00:04:34,943 --> 00:04:39,807 Used by the gates script to check and see if the players trigger in within this zone 88 00:04:40,575 --> 00:04:43,647 So if it doesn't make sense that s*** play here and hopefully 89 00:04:43,903 --> 00:04:45,695 Make a little bit more sense to you 90 00:04:46,719 --> 00:04:49,023 Alright time exploring 91 00:04:49,535 --> 00:04:52,863 I'll be fighting enemies listening to call music 92 00:04:53,119 --> 00:04:59,263 Right now it's pretty so it's getting on and there we go I'm triggered by the 93 00:05:00,031 --> 00:05:00,799 Perfect 94 00:05:01,311 --> 00:05:04,127 Then we can do it again and again so there's no one there 95 00:05:04,895 --> 00:05:05,919 You should go to to 96 00:05:06,431 --> 00:05:08,223 Play music 97 00:05:08,991 --> 00:05:12,063 This message has happened to three times now 98 00:05:12,319 --> 00:05:14,879 Perfect silver trail player 99 00:05:15,135 --> 00:05:16,159 That's great 100 00:05:16,927 --> 00:05:21,535 So now we need to do one more thing we need to check and see 101 00:05:22,047 --> 00:05:23,071 Is the player 102 00:05:23,327 --> 00:05:24,607 Has the key 103 00:05:25,631 --> 00:05:28,447 So what we're going to do some pseudocode here 104 00:05:28,703 --> 00:05:31,519 If the player inventory 105 00:05:31,775 --> 00:05:33,823 Has he won 106 00:05:34,335 --> 00:05:35,359 Then 107 00:05:35,615 --> 00:05:36,895 Destroy Me 108 00:05:38,943 --> 00:05:42,015 How do we check if the player has key won 109 00:05:42,271 --> 00:05:44,063 Let's go back to the new players script 110 00:05:44,575 --> 00:05:47,135 And take a look at our inventory item scripts 111 00:05:47,647 --> 00:05:53,023 Leave her now dictionaries contain a functionality called contains key 112 00:05:53,535 --> 00:05:55,839 So we could actually write something like 113 00:05:57,887 --> 00:06:01,471 Inventory contains key 114 00:06:01,983 --> 00:06:04,031 NN whatever that key is 115 00:06:04,287 --> 00:06:05,311 That's the 116 00:06:05,567 --> 00:06:07,615 We were going to write this ok 117 00:06:07,871 --> 00:06:10,943 Remember we need a reference to the new player 118 00:06:11,711 --> 00:06:12,479 So 119 00:06:12,735 --> 00:06:15,039 The way that we would write this out is if 120 00:06:15,807 --> 00:06:19,135 Game object that finds interest because will clean it up in a bit 121 00:06:19,391 --> 00:06:24,511 For now just bear with me if gameobject that find player 122 00:06:25,791 --> 00:06:27,327 Getcomponent 123 00:06:27,583 --> 00:06:28,607 New player 124 00:06:30,143 --> 00:06:32,191 Even Tory died 125 00:06:32,447 --> 00:06:33,983 Contains key 126 00:06:35,263 --> 00:06:41,407 Key1 and it's not saying contains an actual like key that you unlock a door 127 00:06:41,663 --> 00:06:44,991 What does the saying is it contains a dictionary key 128 00:06:45,247 --> 00:06:51,391 Meaning of the word Tiguan boot or gloves or sore 129 00:06:51,647 --> 00:06:53,951 Or trophy or gem key 130 00:06:54,463 --> 00:06:57,791 Just going to look for all of the various keys 131 00:06:58,303 --> 00:07:01,119 Or entries in the dictionary item 132 00:07:01,375 --> 00:07:02,399 If I find it 133 00:07:02,911 --> 00:07:03,935 Then 134 00:07:04,703 --> 00:07:05,983 All it's going to do 135 00:07:07,263 --> 00:07:08,543 Is destroy 136 00:07:09,311 --> 00:07:11,871 This game object in what is this game object 137 00:07:12,127 --> 00:07:12,895 Is this gate 138 00:07:15,967 --> 00:07:17,503 So that should do it 139 00:07:18,527 --> 00:07:20,575 Let's see if it actually works ok 140 00:07:21,599 --> 00:07:23,135 Does double check here 141 00:07:23,391 --> 00:07:25,439 If we actually zoom out 142 00:07:26,463 --> 00:07:28,511 And select the key here 143 00:07:29,791 --> 00:07:32,863 Noticed how the inventory string name is not he won 144 00:07:33,119 --> 00:07:39,263 She always want to double check and make sure everything's matched up remember we created the little smile inventory the real change 145 00:07:39,519 --> 00:07:43,359 Key wine in the morning to change the inventory Sprite to inventory key 146 00:07:44,639 --> 00:07:45,407 Say that 147 00:07:45,919 --> 00:07:52,063 Swords testicel first let's go over to the door and see if it actually opens 148 00:07:53,599 --> 00:07:55,391 When we don't have the key 149 00:07:56,671 --> 00:07:57,183 Good 150 00:07:57,695 --> 00:07:59,231 Just triggering it 151 00:08:01,535 --> 00:08:03,327 That's expected 152 00:08:04,095 --> 00:08:05,887 Programme de quillan 153 00:08:06,143 --> 00:08:07,423 See what happens 154 00:08:08,447 --> 00:08:10,239 Alright I've got the key 155 00:08:10,495 --> 00:08:12,543 It's showing up in my inventory that's good 156 00:08:13,567 --> 00:08:15,615 What's the other day actually open the gate 157 00:08:16,127 --> 00:08:22,271 Did awesome so we are good to go to the next level alright at least that's how old function 158 00:08:22,527 --> 00:08:26,367 In our prototype we will be able to go to the next level after we got the key 159 00:08:27,903 --> 00:08:30,719 Remember guys when you're creating scripts 160 00:08:30,975 --> 00:08:34,303 You want them to be as broad engineering as possible 161 00:08:34,559 --> 00:08:38,143 So far our Gate Script if we open that up 162 00:08:39,167 --> 00:08:40,959 A very specific here 163 00:08:41,215 --> 00:08:42,751 Is looking for key wine 164 00:08:43,007 --> 00:08:46,335 Well what if we want to have multiple Gates with multiple keys 165 00:08:46,847 --> 00:08:47,871 Are we going to do is 166 00:08:48,639 --> 00:08:51,967 Create new variable appear serializefield 167 00:08:52,479 --> 00:08:54,271 It's going to be a private 168 00:08:55,295 --> 00:08:56,063 String 169 00:08:56,575 --> 00:09:00,159 Anything to be called required inventory 170 00:09:03,231 --> 00:09:09,375 About required inventory item string just so extra clear on what this variable requires 171 00:09:10,655 --> 00:09:12,447 Ok we can just copy that 172 00:09:12,703 --> 00:09:14,495 Just paste it right here 173 00:09:15,519 --> 00:09:21,663 And it's going to look for whatever we specify right by The Fall it's going to be 174 00:09:21,919 --> 00:09:22,943 Display 175 00:09:23,711 --> 00:09:25,503 So we need to go into unity 176 00:09:25,759 --> 00:09:27,039 In Spotify 177 00:09:27,551 --> 00:09:28,831 Inside of this gay 178 00:09:29,343 --> 00:09:33,183 What word requiring well requiring key one 179 00:09:34,975 --> 00:09:36,255 Say that out 180 00:09:36,511 --> 00:09:37,279 And 181 00:09:38,559 --> 00:09:40,607 Alright looks like it works 182 00:09:41,119 --> 00:09:44,191 This allows us to create multiple Gates 183 00:09:44,447 --> 00:09:45,983 So if I take this gate here 184 00:09:46,495 --> 00:09:50,591 Remember if I make changes to a prefab in the actual seen here 185 00:09:51,103 --> 00:09:55,455 I need to make sure that I save these changes to the prefab 186 00:09:55,967 --> 00:09:58,783 I added this case grape that out of the box Collider 187 00:09:59,295 --> 00:10:02,892 Remember if we have a prefab that we make changes to in the actual sea view that are going to be applied 188 00:10:02,893 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 189 00:10:05,695 --> 00:10:11,839 Prefab itself the root prefab so say drag this gate here may be right there 190 00:10:12,095 --> 00:10:16,703 No it's only got a polygon Collider on it and it doesn't actually have the gates Krypton 191 00:10:17,727 --> 00:10:22,335 We need to make sure that we go to the gate that we were just heading 192 00:10:23,359 --> 00:10:29,503 And go here and this is going to allow us to apply all of these changes 193 00:10:29,759 --> 00:10:31,295 To that route prefab 194 00:10:31,807 --> 00:10:35,647 Here we go it's a now we can put a gear or here 195 00:10:36,415 --> 00:10:37,695 And 196 00:10:37,951 --> 00:10:44,095 We could have a require something else right would you have a require and I know a pumpkin and weak 197 00:10:44,351 --> 00:10:47,679 Maybe two of them right to these pumpkin Gates 198 00:10:48,191 --> 00:10:51,007 Requires you to have a pumpkin and then we could maybe 199 00:10:51,263 --> 00:10:54,591 Put something special on here right I maybe you could put in here another key 200 00:10:57,663 --> 00:11:00,223 And this would be you know 201 00:11:00,479 --> 00:11:02,783 The master key writing 202 00:11:03,295 --> 00:11:05,087 And then you can change it to be 203 00:11:05,599 --> 00:11:06,623 Gold 204 00:11:06,879 --> 00:11:12,767 Sonos help just by adding a simple Gate script with some inventory functionality 205 00:11:13,535 --> 00:11:19,679 We seriously created in entire game loop it's really amazing housesimple creating a core game repairs 206 00:11:20,703 --> 00:11:26,079 Ok so we have this gate here no that's how it's got some weird layering issues 207 00:11:26,847 --> 00:11:28,895 Well we could have drag it blow 208 00:11:29,151 --> 00:11:30,431 Round one 209 00:11:30,687 --> 00:11:33,503 There we go Sonu layering issues there 210 00:11:34,783 --> 00:11:37,855 One more thing we need to do for this gate before the 211 00:11:38,623 --> 00:11:39,647 Script is complete 212 00:11:39,903 --> 00:11:42,719 We seem to make sure we remove it from the inventory 213 00:11:42,975 --> 00:11:45,023 Meaning remove the key from the inventory 214 00:11:45,279 --> 00:11:46,559 So I'm going to do is 215 00:11:47,071 --> 00:11:53,215 Gameobject find getcomponent new player copy this reference here and we'll talk about how I can clean this up 216 00:11:53,471 --> 00:11:54,751 In the Future episode 217 00:11:55,519 --> 00:12:00,127 Remember that function we wrote remove inventory item there we go 218 00:12:00,639 --> 00:12:02,431 Emirates going to remove it 219 00:12:04,223 --> 00:12:06,271 Required inventory item string 220 00:12:07,295 --> 00:12:12,671 And if you go back to a new player here if you recall when we remove that inventory item 221 00:12:12,927 --> 00:12:15,999 It's going to remove it from our inventory dictionary 222 00:12:16,255 --> 00:12:17,791 And then it's also 223 00:12:18,047 --> 00:12:19,839 Going to set it back to blink 224 00:12:20,095 --> 00:12:21,631 Test out 225 00:12:22,143 --> 00:12:23,167 See how it works 226 00:12:28,287 --> 00:12:29,567 Rocky 227 00:12:31,615 --> 00:12:32,639 And 228 00:12:34,943 --> 00:12:38,783 We remove the key from the inventory and destroy the door 16631

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