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These are the user uploaded subtitles that are being translated: 1 1 00:00:00,000 --> 00:00:04,274 [MUSIC] 2 2 00:00:04,274 --> 00:00:06,273 Hello again, welcome to our instructor hangout. 3 3 00:00:06,273 --> 00:00:07,625 We've got Ben with us here. 4 4 00:00:07,625 --> 00:00:08,150 Good day Ben. 5 5 00:00:08,150 --> 00:00:09,487 It's been a while since we've seen you. 6 6 00:00:09,487 --> 00:00:11,123 How have you been doing? >> Good day Rick. 7 7 00:00:11,123 --> 00:00:12,460 How are you doing sport? 8 8 00:00:12,460 --> 00:00:14,131 I'm fine mate, thank you very much. 9 9 00:00:14,131 --> 00:00:16,355 I've been away for a little trip so I'm back now and 10 10 00:00:16,355 --> 00:00:19,517 looking forward to helping out. >> Cool, cool. 11 11 00:00:19,517 --> 00:00:23,307 So what we're gonna go through in this video is, we're gonna go through some of 12 12 00:00:23,307 --> 00:00:26,138 the things that we've dug into throughout this section and 13 13 00:00:26,138 --> 00:00:28,194 get Ben's take on what we've been doing. 14 14 00:00:28,194 --> 00:00:31,767 I said at the start of this course it's good to hear things from different 15 15 00:00:31,767 --> 00:00:33,070 perspectives, angles. 16 16 00:00:33,070 --> 00:00:36,565 So we're gonna get Ben to give us his take on what we've been doing. 17 17 00:00:36,565 --> 00:00:40,190 And the first thing I wanna dive into is a good meaty conversation. 18 18 00:00:40,190 --> 00:00:44,094 We've had some questions about state versus state versus state and so 19 19 00:00:44,094 --> 00:00:46,686 we use the word state about 1,000 times. 20 20 00:00:46,686 --> 00:00:49,051 And a little bit of why have we got state state? 21 21 00:00:49,051 --> 00:00:49,820 What does that mean? 22 22 00:00:49,820 --> 00:00:54,421 Just to touch on that and to get your thoughts, Ben, on how do we know, for 23 23 00:00:54,421 --> 00:00:58,597 example, that we can access our public method in the state class. 24 24 00:00:58,597 --> 00:01:01,569 What in here is telling us that we can access that? 25 25 00:01:01,569 --> 00:01:04,993 But first, a really quick note when Ben and I were goofing around, 26 26 00:01:04,993 --> 00:01:09,700 we've commented out this line of code just while we're experimenting and talking. 27 27 00:01:09,700 --> 00:01:11,284 Don't comment out that line of code, 28 28 00:01:11,284 --> 00:01:13,767 don't follow what we've done with that particular line. 29 29 00:01:13,767 --> 00:01:16,510 Leave it as it is, you don't need to comment it out. 30 30 00:01:16,510 --> 00:01:20,444 Okay, back to it. >> Okay, so first thing I want you to pay 31 31 00:01:20,444 --> 00:01:24,050 attention to the coloring, here, and the capitalization. 32 32 00:01:24,050 --> 00:01:29,036 So state state is saying that we wanna make a variable called state with a small 33 33 00:01:29,036 --> 00:01:30,502 s and is of type state. 34 34 00:01:30,502 --> 00:01:34,140 Now why are we calling it state state, why use the same word twice? 35 35 00:01:34,140 --> 00:01:36,105 Simply because as you get more experience, 36 36 00:01:36,105 --> 00:01:39,622 you will use the same word twice because your eye will be attuned to two things. 37 37 00:01:39,622 --> 00:01:43,325 To the capitalization, which of course we're hoping that you are nice and 38 38 00:01:43,325 --> 00:01:47,170 good people and make your actual things, your instances, with lowercase. 39 39 00:01:47,170 --> 00:01:49,459 But the thing that's more robust than that is looking at this blue. 40 40 00:01:49,459 --> 00:01:52,055 This state is in blue, just like text is in blue here. 41 41 00:01:52,055 --> 00:01:54,895 All these things that are in blue are types of things. 42 42 00:01:54,895 --> 00:01:56,750 Input is a type, key code's a type. 43 43 00:01:56,750 --> 00:01:57,899 All these things are types. 44 44 00:01:57,899 --> 00:02:02,185 So it's a variable of type state and they both happen to have the name state. 45 45 00:02:04,547 --> 00:02:05,880 So- >> Cool, great. 46 46 00:02:05,880 --> 00:02:06,620 >> That's that bit. 47 47 00:02:06,620 --> 00:02:07,493 >> Very good. 48 48 00:02:07,493 --> 00:02:08,785 Yeah, excellent. 49 49 00:02:08,785 --> 00:02:11,586 So that's one part and then the next part is, 50 50 00:02:11,586 --> 00:02:16,300 I've seen a couple of questions in the Q and A about why does this work? 51 51 00:02:16,300 --> 00:02:20,900 Why can we say that our TextComponent.text we're calling our 52 52 00:02:20,900 --> 00:02:23,774 method from our state class over here. 53 53 00:02:23,774 --> 00:02:28,106 Why is this state effective in allowing us 54 54 00:02:28,106 --> 00:02:31,508 to call this method? >> Well over in state.cs, 55 55 00:02:31,508 --> 00:02:35,445 if you pop over there for a second, we've said that when we make these state things, 56 56 00:02:35,445 --> 00:02:38,716 which for the moment I understand that you guys haven't got the detail 57 57 00:02:38,716 --> 00:02:40,000 of exactly what a class is. 58 58 00:02:40,000 --> 00:02:41,463 And a lot of these details you're gonna have to. 59 59 00:02:41,463 --> 00:02:43,416 Remember how pictures used to load on the Internet? 60 60 00:02:43,416 --> 00:02:45,795 They were fuzzy and then they get sharper and sharper and sharper. 61 61 00:02:45,795 --> 00:02:48,274 And now the Internet is so fast that they just appear, but they used to go fuzzy, 62 62 00:02:48,274 --> 00:02:49,620 then sharper, sharper, sharper. 63 63 00:02:49,620 --> 00:02:50,650 That's the way we're teaching you. 64 64 00:02:50,650 --> 00:02:52,600 We're not teaching you line by line, right. 65 65 00:02:52,600 --> 00:02:55,967 Because the reason images used to do that is cuz you kind of got an overview really 66 66 00:02:55,967 --> 00:02:59,498 quickly and you could scroll down the page if you weren't interested, same here. 67 67 00:02:59,498 --> 00:03:01,007 So we're giving you the overview, 68 68 00:03:01,007 --> 00:03:03,970 then we're gonna drill into the detail on successive approaches. 69 69 00:03:03,970 --> 00:03:07,002 So what we're doing here in this other class, 70 70 00:03:07,002 --> 00:03:10,424 is we're saying that it's public, a public method 71 71 00:03:10,424 --> 00:03:15,260 called GetStateStory is available to anything that is a state instance. 72 72 00:03:15,260 --> 00:03:16,831 So we have this state class in blue. 73 73 00:03:16,831 --> 00:03:18,270 I've done it in red, but you get the idea. 74 74 00:03:18,270 --> 00:03:20,974 And then we make ourselves a little state variable here. 75 75 00:03:20,974 --> 00:03:26,260 It's now on this state variable we can say, .Get.StateStory etc. 76 76 00:03:26,260 --> 00:03:27,880 All right, so that's whats going on there. 77 77 00:03:27,880 --> 00:03:32,461 The reason that you can say back in your Adventuregame.cs 78 78 00:03:32,461 --> 00:03:36,110 class .GetStateStory is because the State, 79 79 00:03:36,110 --> 00:03:40,517 this State here is this word here and it is of typestate. 80 80 00:03:40,517 --> 00:03:43,290 Because it's typestate it has this public method on it. 81 81 00:03:44,480 --> 00:03:46,901 So, that's kind of all you need to know at the moment. 82 82 00:03:46,901 --> 00:03:50,930 Well, unless there's another question. >> Excellent, no, that's good for now. 83 83 00:03:50,930 --> 00:03:53,618 And you were saying we haven't dug a lot into class and 84 84 00:03:53,618 --> 00:03:57,585 in upcoming sections we're gonna dig into that a bit more or a lot more I guess. 85 85 00:03:57,585 --> 00:03:59,118 We're gonna dive into that a bunch. 86 86 00:03:59,118 --> 00:04:03,236 There's also a conversation that we've been having throughout this whole section 87 87 00:04:03,236 --> 00:04:05,209 that's been about scriptable object. 88 88 00:04:05,209 --> 00:04:09,884 And there's been some great questions about the notion of here is 89 89 00:04:09,884 --> 00:04:11,580 game as a game object. 90 90 00:04:11,580 --> 00:04:14,637 And we can see very clearly we've got our script attached to it. 91 91 00:04:14,637 --> 00:04:16,649 So that brings the script into existence. 92 92 00:04:16,649 --> 00:04:18,485 That makes the script come alive, 93 93 00:04:18,485 --> 00:04:21,680 cuz it's attached to this GameObject as an instance. 94 94 00:04:21,680 --> 00:04:25,080 Whereas this script here, state, is just hanging out. 95 95 00:04:25,080 --> 00:04:29,400 But let me give ourselves a bit more screen real estate here. 96 96 00:04:29,400 --> 00:04:34,352 When we create our scriptable objects, you can see that the state script, 97 97 00:04:34,352 --> 00:04:37,896 the state class, is sitting on this asset file here. 98 98 00:04:37,896 --> 00:04:41,563 Do you wanna give us your take on what's going on here from a different 99 99 00:04:41,563 --> 00:04:42,612 direction? >> Yeah, so 100 100 00:04:42,612 --> 00:04:45,610 let's take it from the direction of where things are on the disk to keep it simple. 101 101 00:04:45,610 --> 00:04:52,240 So over on this GameObject anything you do on that is being stored in the scene file. 102 102 00:04:52,240 --> 00:04:54,868 So that is just in your scene file which will be in this folder over here. 103 103 00:04:54,868 --> 00:04:57,973 So anything you're doing there's stored in this scene until you get into prefabs 104 104 00:04:57,973 --> 00:05:00,880 which we'll get into later, which are prefabricated objects. 105 105 00:05:00,880 --> 00:05:02,610 So when you make the changes that, store them there. 106 106 00:05:02,610 --> 00:05:05,813 Now, when it comes to these files down here, all of these state files that we've 107 107 00:05:05,813 --> 00:05:09,063 created, the point is, is what it's saying in the inspector here is, firstly, 108 108 00:05:09,063 --> 00:05:11,700 when you make one of these you're just making a file on the disk. 109 109 00:05:11,700 --> 00:05:12,403 You can see it here. 110 110 00:05:12,403 --> 00:05:15,720 It's in a cell.asset, it's A2 in a cell.asset. 111 111 00:05:15,720 --> 00:05:18,081 So when you make one of these, you're literally just make a file on the disk. 112 112 00:05:18,081 --> 00:05:22,872 And the template that that file is based on is defined by this state script that 113 113 00:05:22,872 --> 00:05:23,470 we made. 114 114 00:05:23,470 --> 00:05:25,023 So the state is just the template for it. 115 115 00:05:25,023 --> 00:05:27,460 It's like the form you're filling out basically. 116 116 00:05:27,460 --> 00:05:30,248 And then here is the form showed to you in the inspector. 117 117 00:05:30,248 --> 00:05:34,760 It gives you options to both specify texts and to link to a couple of other states. 118 118 00:05:34,760 --> 00:05:35,820 So that's what's going on there. 119 119 00:05:35,820 --> 00:05:38,268 You're making a file on the disk to a given template. 120 120 00:05:38,268 --> 00:05:42,796 The template is the state.cs script of an object class. 121 121 00:05:42,796 --> 00:05:45,378 It's a template for storing information in. 122 122 00:05:45,378 --> 00:05:48,282 Just like a Google form or a Wufu form or a SurveyMonkey form. 123 123 00:05:48,282 --> 00:05:51,183 It's just a form. >> Yep, cool. 124 124 00:05:51,183 --> 00:05:53,131 And in your opinion, Ben, 125 125 00:05:53,131 --> 00:05:58,407 when should we be looking beside let's just jump to scriptable objects? 126 126 00:05:58,407 --> 00:06:01,560 At this stage people are going through the course and not yet 127 127 00:06:01,560 --> 00:06:04,979 familiar with how do I make decisions, how do I problems solve? 128 128 00:06:04,979 --> 00:06:07,578 One of the things that I've been hitting on is let's teach you how to 129 129 00:06:07,578 --> 00:06:08,222 problem solve. 130 130 00:06:08,222 --> 00:06:11,027 What's a nugget that we can be giving people at this point, 131 131 00:06:11,027 --> 00:06:12,990 in terms of when they should be thinking, 132 132 00:06:12,990 --> 00:06:16,806 scriptable objects would be a good idea from my project versus I don't [INAUDIBLE] 133 133 00:06:16,806 --> 00:06:20,425 scriptable objects at the moment? >> Okay, so two answers I think to that. 134 134 00:06:20,425 --> 00:06:23,580 Number one is you won't know yet. 135 135 00:06:23,580 --> 00:06:25,344 If you're brand new to coding and you're following a 3D, 136 136 00:06:25,344 --> 00:06:26,554 you don't have enough experience yet. 137 137 00:06:26,554 --> 00:06:29,936 So step one is watch us do something, right? 138 138 00:06:29,936 --> 00:06:31,858 Step two is start to follow along with us. 139 139 00:06:31,858 --> 00:06:32,908 Step three, later on and 140 140 00:06:32,908 --> 00:06:36,312 the learning journey you'll be to be able to make those decisions for yourself. 141 141 00:06:36,312 --> 00:06:38,569 So don't expect to be able to make that decision yet, 142 142 00:06:38,569 --> 00:06:40,946 we're just introducing you to a possibility, right? 143 143 00:06:40,946 --> 00:06:44,506 And then to answer more specifically, when you start to wanna watch out for 144 144 00:06:44,506 --> 00:06:47,631 that type of stuff is in code you should never have magic numbers. 145 145 00:06:47,631 --> 00:06:49,121 We've started to talk about that. 146 146 00:06:49,121 --> 00:06:51,778 Any number that's not zero, one, or two probably shouldn't be in code. 147 147 00:06:51,778 --> 00:06:55,742 Even two is questionable because it's some sort of number that contains information. 148 148 00:06:55,742 --> 00:06:56,948 It's the number of days of the week. 149 149 00:06:56,948 --> 00:06:58,134 It's something else. 150 150 00:06:58,134 --> 00:07:01,036 So that should be a parameter to your code. 151 151 00:07:01,036 --> 00:07:04,052 It should be something that you use to change the way your code works, 152 152 00:07:04,052 --> 00:07:05,721 not buried deep inside the code file. 153 153 00:07:05,721 --> 00:07:08,494 And the same goes for words and strings of text, so 154 154 00:07:08,494 --> 00:07:12,660 putting all the story text in the code has a couple of problems with it. 155 155 00:07:12,660 --> 00:07:16,399 Firstly it obfuscates, it makes unclear how the code works. 156 156 00:07:16,399 --> 00:07:19,993 And the other thing that it does is that if I'm working on a CS file, a C# file 157 157 00:07:19,993 --> 00:07:23,925 trying to make the game do something, behave in certain way, somebody else can't 158 158 00:07:23,925 --> 00:07:27,950 simultaneously work if you wanna work with a partner on creating the story text. 159 159 00:07:27,950 --> 00:07:29,990 Because they'd be clashing on the same file, and 160 160 00:07:29,990 --> 00:07:32,285 we'd have a lot of trouble reconciling those changes. 161 161 00:07:32,285 --> 00:07:35,406 So that's kind i the bottom line as to why we're using them here and 162 162 00:07:35,406 --> 00:07:37,543 we wanna introduce you to them really early. 163 163 00:07:37,543 --> 00:07:40,899 Uncomfortably early for me in the design of this course to introduce it to you. 164 164 00:07:40,899 --> 00:07:43,433 But the point is that, if we do that and as you move forward, 165 165 00:07:43,433 --> 00:07:46,150 you'll start to question whenever you create a new script. 166 166 00:07:46,150 --> 00:07:49,200 In the future, in about three sections time, 167 167 00:07:49,200 --> 00:07:51,880 you'll be ready to start questioning, I'm making a new script. 168 168 00:07:51,880 --> 00:07:53,815 Should it just be what comes out the box by default, 169 169 00:07:53,815 --> 00:07:56,394 which is more on behavior thing which is just what comes out the box. 170 170 00:07:56,394 --> 00:07:58,341 Should it be a scriptable object, which we'll try to see now or 171 171 00:07:58,341 --> 00:08:00,780 should it be something else which we'll cover later. 172 172 00:08:00,780 --> 00:08:01,776 So that's the point, 173 173 00:08:01,776 --> 00:08:04,922 it's to get you in the habit of questioning the type of script that Unity 174 174 00:08:04,922 --> 00:08:07,974 just automatically gives you. >> Yeah, that's a really great point about 175 175 00:08:07,974 --> 00:08:11,048 multiple people working on it, cuz you might have a friend you teamed up with. 176 176 00:08:11,048 --> 00:08:12,813 The friend's gonna be the story writer and 177 177 00:08:12,813 --> 00:08:15,423 you're gonna be working on the functionality, for example. 178 178 00:08:15,423 --> 00:08:20,079 And the friend can be in there creating all sorts of great story and states and 179 179 00:08:20,079 --> 00:08:24,881 flow and not at all impacting the fact that you're in here working on the script 180 180 00:08:24,881 --> 00:08:27,822 and getting some functionality into the game. 181 181 00:08:27,822 --> 00:08:28,710 It's pretty cool. 182 182 00:08:28,710 --> 00:08:31,965 Another thing that Ben and I were talking about just before we turned 183 183 00:08:31,965 --> 00:08:35,289 on the camera was our bracketing, our braces and where things fits. 184 184 00:08:35,289 --> 00:08:37,380 So I wanna touch on that just very briefly Ben. 185 185 00:08:37,380 --> 00:08:41,120 What's important at this stage and what's not important at this stage in your 186 186 00:08:41,120 --> 00:08:45,198 opinion for people to be focused on when it comes to the layout to white space, 187 187 00:08:45,198 --> 00:08:47,852 to their formatting? >> So this is an interesting one. 188 188 00:08:47,852 --> 00:08:48,819 It's a bone of contentions. 189 189 00:08:48,819 --> 00:08:49,919 So it's a marmite point. 190 190 00:08:49,919 --> 00:08:51,488 Either you love it or you hate it. 191 191 00:08:51,488 --> 00:08:55,336 One thing actually matters is how the compiler in service that code. 192 192 00:08:55,336 --> 00:08:59,298 Now I'd really like you to be able to read code even if it's not perfectly formatted, 193 193 00:08:59,298 --> 00:09:03,110 otherwise when you even go to Unity sample code it may not be perfectly formatted. 194 194 00:09:03,110 --> 00:09:05,886 If you find other people's code on the web, it's not gonna be perfectly 195 195 00:09:05,886 --> 00:09:09,317 formatted, there is no perfect, but it may not be consistently formatted, all right. 196 196 00:09:09,317 --> 00:09:12,636 Now what you're seeing on the screen here is not currently consistently formatted, 197 197 00:09:12,636 --> 00:09:14,100 but it's okay, let go of it. 198 198 00:09:14,100 --> 00:09:17,270 Yes, of course, we should have a consistent coding style and yes, 199 199 00:09:17,270 --> 00:09:20,842 of course, it's good if we stick with a perfect and consistent code style. 200 200 00:09:20,842 --> 00:09:24,014 But to do that you have to learn as Rick says, to change the template, and 201 201 00:09:24,014 --> 00:09:26,718 what gets spat out in terms of this code with start and update, 202 202 00:09:26,718 --> 00:09:30,540 there's spaces between the method name and the brackets here but there aren't here. 203 203 00:09:30,540 --> 00:09:33,990 This curly braces here rather than here, relax, its okay. 204 204 00:09:33,990 --> 00:09:37,949 It all works in C#, it's all white space, it doesn't care, 205 205 00:09:37,949 --> 00:09:40,499 we know it's not 100% consistent. 206 206 00:09:40,499 --> 00:09:43,635 We, in the future of the course, will think about changing the template and 207 207 00:09:43,635 --> 00:09:45,010 really tightening that up. 208 208 00:09:45,010 --> 00:09:48,774 But the first thing you need to do is let go of perfect code formatting before you 209 209 00:09:48,774 --> 00:09:50,896 then start fully owning it, in my opinion. 210 210 00:09:50,896 --> 00:09:53,350 Cuz first you need to make a decision about what code style do you 211 211 00:09:53,350 --> 00:09:54,005 want to employ. 212 212 00:09:54,005 --> 00:09:57,409 There is no one code style that is the right code style, 213 213 00:09:57,409 --> 00:09:59,700 it's what's right for you. 214 214 00:09:59,700 --> 00:10:02,804 And secondly, you need to be not allergic to other people's code. 215 215 00:10:02,804 --> 00:10:05,193 You need to get in the habit of suppressing that urge to say, 216 216 00:10:05,193 --> 00:10:06,200 it's not right. 217 217 00:10:06,200 --> 00:10:08,598 And remember there's no right or wrong, there's just styles. 218 218 00:10:08,598 --> 00:10:10,649 It's not consistent, it's not good, but 219 219 00:10:10,649 --> 00:10:13,652 you need to get able to read code that is inconsistently styled. 220 220 00:10:13,652 --> 00:10:17,089 Otherwise, when you come to solve bigger problems later, where you wanna copy and 221 221 00:10:17,089 --> 00:10:20,820 paste or at least you're inspired by other people's code, if you can't get over the, 222 222 00:10:20,820 --> 00:10:23,962 it's not perfectly consistent, you can lose out on a lot of value that other 223 223 00:10:23,962 --> 00:10:27,661 people have created. >> Yeah, that's a great point. 224 224 00:10:27,661 --> 00:10:31,581 As you were talking I've just gone and formatted this to our preferred 225 225 00:10:31,581 --> 00:10:36,365 formatting, which is not to have any space between the update and the brackets here, 226 226 00:10:36,365 --> 00:10:38,900 and to have our curly braces on the next line. 227 227 00:10:38,900 --> 00:10:44,153 But there's a lot of people who prefer to do things like that, 228 228 00:10:44,153 --> 00:10:47,820 and they both work. >> Yeah, absolutely. 229 229 00:10:47,820 --> 00:10:52,106 [CROSSTALK] So strive for consistency in the code you write but 230 230 00:10:52,106 --> 00:10:56,127 forgive inconsistency in others. >> Excellent, really good. 231 231 00:10:56,127 --> 00:11:00,214 The other thing I wanted to hit on in this instructor hangout is there are some part 232 232 00:11:00,214 --> 00:11:03,819 of the design in this section that we've gone through pretty fast, for 233 233 00:11:03,819 --> 00:11:06,847 example how to write a story or how to come with a story idea? 234 234 00:11:06,847 --> 00:11:09,891 Or how to connect from one state to the next state. 235 235 00:11:09,891 --> 00:11:13,817 We've gone through that pretty quickly cuz we just don't have time in this course to 236 236 00:11:13,817 --> 00:11:15,320 dig too deep into design. 237 237 00:11:15,320 --> 00:11:18,396 People are here to learn programming, they're here to learn Unity, and 238 238 00:11:18,396 --> 00:11:20,991 they're here to learn how to make a game from start to finish. 239 239 00:11:20,991 --> 00:11:24,940 So we skipped some of that, and hopefully, we'll have a narrative design course. 240 240 00:11:24,940 --> 00:11:27,096 If you really want one then make some noise and 241 241 00:11:27,096 --> 00:11:29,609 we'll put that on the agenda to create one of those. 242 242 00:11:29,609 --> 00:11:34,422 But I've deliberately not spent too much time on that throughout this section cuz I 243 243 00:11:34,422 --> 00:11:37,460 know we just don't have time to dig into it too much. 244 244 00:11:37,460 --> 00:11:38,290 >> Awesome, well thanks for 245 245 00:11:38,290 --> 00:11:38,936 being with us guys. 246 246 00:11:38,936 --> 00:11:41,644 Do dive over to the community side and share your biggest takeaway, 247 247 00:11:41,644 --> 00:11:44,458 at least your biggest single takeaway from this instructor hang out. 248 248 00:11:44,458 --> 00:11:47,018 Let us know if you like these instructor hang outs, hopefully you do and 249 249 00:11:47,018 --> 00:11:48,990 we look forward to seeing you in the upcoming content. 26004

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