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These are the user uploaded subtitles that are being translated: 1 00:00:03,340 --> 00:00:09,760 So in this video, we're now going to add a couple of extra animals and get those moving so in the assets 2 00:00:09,760 --> 00:00:14,500 and then the level one monster park, we've got some really great creatures here. 3 00:00:14,950 --> 00:00:17,850 So the first one that I want is basically a bat. 4 00:00:17,890 --> 00:00:26,530 So I might choose this bat, read, write this into the scene and entirely show where it's put that 5 00:00:26,530 --> 00:00:27,340 that's actually. 6 00:00:30,790 --> 00:00:33,940 Oh, yeah, I do is put it there, but it's extremely small. 7 00:00:34,120 --> 00:00:39,910 So I make it about 25 by 25 by 25. 8 00:00:42,250 --> 00:00:43,000 Is that too big? 9 00:00:44,490 --> 00:00:47,470 Uh, I think it might be. 10 00:00:47,500 --> 00:00:48,910 Oh, actually, I looks about right. 11 00:00:49,480 --> 00:00:51,790 And then just rotate that around. 12 00:00:52,100 --> 00:00:57,580 It's looking at the play and then I'm just going to kind of move this up into the air. 13 00:00:59,580 --> 00:01:07,050 Every young guy, a little character, all right, now, this part was made quite a long time ago. 14 00:01:07,440 --> 00:01:11,010 And but it suits this perfectly. 15 00:01:11,190 --> 00:01:11,630 All right. 16 00:01:11,640 --> 00:01:14,070 It's really good Sundra Mesh. 17 00:01:14,160 --> 00:01:18,690 It's already using mobile unlet as the texture type, which is perfect. 18 00:01:19,260 --> 00:01:22,170 All we need to do basically is create an animated controller. 19 00:01:22,410 --> 00:01:23,670 So I'll do that. 20 00:01:24,300 --> 00:01:36,780 Right click create animated control for about uh, it's just like the animated controller into that. 21 00:01:37,440 --> 00:01:43,050 And in the animator as long as clicking on. 22 00:01:43,260 --> 00:01:46,620 But that's some reason. 23 00:01:46,620 --> 00:01:46,900 Oh. 24 00:01:46,980 --> 00:01:48,000 Is because it's locked. 25 00:01:48,030 --> 00:01:48,780 Sorry about that. 26 00:01:49,050 --> 00:01:50,670 Uh, let's make sure you lock that. 27 00:01:51,240 --> 00:01:55,470 And we're looking for the animations. 28 00:01:55,740 --> 00:01:57,570 So that's going to be on the models. 29 00:01:57,810 --> 00:02:01,710 And but we should have a butterfly. 30 00:02:01,980 --> 00:02:02,480 I think it's. 31 00:02:02,490 --> 00:02:03,660 But move maybe. 32 00:02:07,050 --> 00:02:08,460 Yeah, it looks pretty good. 33 00:02:08,820 --> 00:02:10,980 All right, so we're just going to drag this one in here. 34 00:02:11,370 --> 00:02:11,700 All right. 35 00:02:11,700 --> 00:02:12,840 It's going to be default. 36 00:02:13,260 --> 00:02:15,990 And then obviously when we kill it, it's going to be die. 37 00:02:16,560 --> 00:02:17,280 All right, Celeste. 38 00:02:17,480 --> 00:02:18,110 Disappear. 39 00:02:18,810 --> 00:02:19,530 Right click. 40 00:02:19,530 --> 00:02:21,210 Make a transition to die. 41 00:02:21,600 --> 00:02:29,530 We don't need to transition back and we simply need the parameter trigger that is called die. 42 00:02:31,110 --> 00:02:35,370 So on this, we simply call that trigger die. 43 00:02:35,550 --> 00:02:36,510 No exit time. 44 00:02:36,930 --> 00:02:45,300 And it's just simply going to go and it's going to go from bad move to die. 45 00:02:45,450 --> 00:02:45,870 All right. 46 00:02:48,570 --> 00:02:54,300 So in a scene, then let's attach that script that we created. 47 00:02:54,450 --> 00:02:58,860 So in the mobile game, resources, my scripts and then we move onto. 48 00:02:58,860 --> 00:03:02,970 But transform is the target. 49 00:03:03,420 --> 00:03:07,440 Fadeless, maybe give this one slightly faster. 50 00:03:07,440 --> 00:03:08,700 Speed one point five. 51 00:03:09,780 --> 00:03:11,280 And now in the simulator. 52 00:03:13,870 --> 00:03:16,540 You will see the bats start to fly toward the player. 53 00:03:16,840 --> 00:03:17,800 All right, there we go. 54 00:03:17,940 --> 00:03:22,750 It's coming toward the play pretty quick and then it kind of stops when he gets close enough. 55 00:03:23,250 --> 00:03:23,480 All right. 56 00:03:23,500 --> 00:03:25,210 And obviously it will attack the player. 57 00:03:26,560 --> 00:03:26,940 Great. 58 00:03:26,950 --> 00:03:29,410 So that's a nice little bat character. 59 00:03:30,140 --> 00:03:34,270 And back into the level monsters. 60 00:03:34,270 --> 00:03:35,410 Again, prefabs. 61 00:03:35,710 --> 00:03:37,330 We also have ghost. 62 00:03:37,660 --> 00:03:37,990 All right. 63 00:03:37,990 --> 00:03:39,520 It looks pretty good for this. 64 00:03:39,520 --> 00:03:41,740 One might choose like maybe a green ghost. 65 00:03:41,980 --> 00:03:42,880 Might be pretty cool. 66 00:03:43,330 --> 00:03:44,440 Something is going to track this. 67 00:03:44,450 --> 00:03:46,930 And once again, let's just change the size. 68 00:03:47,110 --> 00:03:54,070 For some reason, they could make really, really tiny, 25, 25 by 25. 69 00:03:57,100 --> 00:04:00,550 Try this one up and rotate it around. 70 00:04:04,220 --> 00:04:06,840 I think that's a little bit too small, actually. 71 00:04:07,730 --> 00:04:10,970 Yeah, so this goes character, I'm going to make this one a lot bigger. 72 00:04:11,060 --> 00:04:16,670 So let me try 45, 45 by 45. 73 00:04:18,710 --> 00:04:19,580 That's much better. 74 00:04:19,850 --> 00:04:20,290 All right. 75 00:04:20,300 --> 00:04:22,520 So as you can see, it does look quite nice. 76 00:04:23,420 --> 00:04:26,180 And it's just maybe move this one over this side. 77 00:04:30,720 --> 00:04:36,210 Now, for this character, probably don't even need to either make this character really just simply 78 00:04:36,210 --> 00:04:38,700 going to be moving toward toward the player. 79 00:04:39,030 --> 00:04:42,540 So it can actually right click and even remove the animator of this. 80 00:04:43,050 --> 00:04:48,720 Whenever you see this, where it says removed simply because this is prefund means that he's changed 81 00:04:48,720 --> 00:04:50,430 from its original prefab. 82 00:04:50,440 --> 00:04:51,270 Don't worry about that. 83 00:04:51,900 --> 00:04:53,490 If you want not to disappear, you're right. 84 00:04:53,490 --> 00:04:57,990 Click choose prefab and unpack completely and just get rid of that. 85 00:04:58,770 --> 00:05:01,590 So on my mesh, I have my loved one. 86 00:05:02,070 --> 00:05:11,310 This is using an omelette, transparent, cut out simply because this has some transparency at the bottom 87 00:05:11,310 --> 00:05:11,500 there. 88 00:05:12,360 --> 00:05:13,950 I would probably stick with that one. 89 00:05:14,310 --> 00:05:16,740 That's a relatively fast shader. 90 00:05:18,480 --> 00:05:20,250 Actually, let me try. 91 00:05:20,460 --> 00:05:26,340 And mobile particles and something like Ilford blended. 92 00:05:26,470 --> 00:05:28,080 It looks terrible. 93 00:05:31,370 --> 00:05:35,780 And mobile particles additive. 94 00:05:36,530 --> 00:05:37,020 Yeah. 95 00:05:37,160 --> 00:05:42,410 Kind of like this actually looks a little bit more like a ghost because now you can kind of see behind 96 00:05:42,410 --> 00:05:42,560 it. 97 00:05:44,510 --> 00:05:45,650 It looks kind of fun. 98 00:05:46,100 --> 00:05:46,640 All right. 99 00:05:46,970 --> 00:05:48,950 And it's also a mobile do as well. 100 00:05:49,760 --> 00:05:51,770 So I'll be super fast. 101 00:05:53,000 --> 00:05:54,170 And so what? 102 00:05:54,170 --> 00:05:58,340 I'm going to do that ghost green, too. 103 00:05:58,700 --> 00:06:04,010 Let's call it and I'll direct this down into here in order to create a new prefab out of it. 104 00:06:05,150 --> 00:06:06,920 Once again, we need the script. 105 00:06:07,250 --> 00:06:17,180 So mobile game resources, my scripts and then move just on to go screen to the target speed may be 106 00:06:17,180 --> 00:06:20,630 able to move pretty slowly, so about zero point seven. 107 00:06:22,170 --> 00:06:24,230 So we've checked this now in the simulator. 108 00:06:29,430 --> 00:06:31,500 You can see the ghosts coming towards us as well. 109 00:06:31,740 --> 00:06:34,500 All right, so they're all kind of getting close. 110 00:06:35,070 --> 00:06:39,900 Anything that's floating like the ghost of the script that we've got at the moment works fine, doesn't 111 00:06:39,900 --> 00:06:42,690 work fine for the zombie at the moment. 112 00:06:42,690 --> 00:06:46,530 And they're all kind of in the same position as they move around. 113 00:06:46,530 --> 00:06:51,240 They sort of move to sort of stay in front of me, if you like. 114 00:06:52,140 --> 00:06:52,650 Don't worry. 115 00:06:52,920 --> 00:06:56,700 We're going to sort that out later so that when they get into position that's close to the character, 116 00:06:56,700 --> 00:06:58,890 they're going to attack the characters and disappear. 117 00:07:00,210 --> 00:07:00,510 All right. 118 00:07:01,140 --> 00:07:03,270 But at the moment, that's that's working quite nice. 119 00:07:04,080 --> 00:07:13,320 Now, at the moment, the script exists on three different characters, exists on Anime Zombie, but 120 00:07:13,560 --> 00:07:14,160 in Ghost. 121 00:07:14,490 --> 00:07:14,910 All right. 122 00:07:15,300 --> 00:07:19,020 The same script and running three times. 123 00:07:20,070 --> 00:07:24,030 And now, obviously, we're going to have more than three enemies in the game. 124 00:07:24,150 --> 00:07:28,050 OK, so presumably in the end, we're going to have quite a lot of these scripts. 125 00:07:28,710 --> 00:07:34,950 And now they are instances of the scripts, which basically means it only really has to access the same 126 00:07:34,950 --> 00:07:36,960 script and change the elements. 127 00:07:37,060 --> 00:07:42,030 But still having to go into the update each time and perform a calculation. 128 00:07:42,960 --> 00:07:49,050 OK, a calculation is obviously going to put a bit of stress on the CPU if we can reduce the calculations 129 00:07:49,050 --> 00:07:53,190 in New York date and just have simple move and coordinates. 130 00:07:53,430 --> 00:07:54,690 That's going to be so much better. 131 00:07:55,230 --> 00:08:00,450 So what we can do in order to optimize this is actually take this calculation out of the enemy, move 132 00:08:00,750 --> 00:08:02,340 and put it directly into the main. 133 00:08:02,730 --> 00:08:08,220 That means it only has to perform the calculation once and then transfer that to all the different enemies. 134 00:08:08,940 --> 00:08:10,170 OK, so let's take a look at this. 135 00:08:10,500 --> 00:08:16,380 So we need a public float of speed and we also need a step as well. 136 00:08:16,710 --> 00:08:24,690 OK, so in our main, what we can do is I'm going to comment this so that I know exactly what it's doing. 137 00:08:25,380 --> 00:08:29,610 This is going to be the enemy move speed. 138 00:08:31,320 --> 00:08:35,160 I would definitely recommend commenting your scripts so that they make sense. 139 00:08:35,550 --> 00:08:41,520 I'm going to comment this first part, which is joystick rotation. 140 00:08:43,980 --> 00:08:54,030 OK, so we now need speed and the muchly going to make this private, because I'm actually planning 141 00:08:54,030 --> 00:08:58,560 on using this as a game mechanic, whereby the characters kind of speed up every level. 142 00:08:58,980 --> 00:09:00,570 OK, it makes it more interesting. 143 00:09:01,140 --> 00:09:02,790 So I'm going to make that private. 144 00:09:03,840 --> 00:09:05,970 You call it off type. 145 00:09:06,840 --> 00:09:08,340 I will call speed 146 00:09:10,950 --> 00:09:13,720 and I'll start that off all initializer. 147 00:09:13,740 --> 00:09:14,670 Something like one. 148 00:09:17,870 --> 00:09:20,000 Then we need this step. 149 00:09:20,480 --> 00:09:25,340 OK, now, instead of actually calling this insider the update, whenever you call a function inside 150 00:09:25,400 --> 00:09:25,910 an update. 151 00:09:26,270 --> 00:09:30,470 It has to create a new new variable inside of this update. 152 00:09:30,830 --> 00:09:33,470 And then as soon as it's finished, the update is to destroy it. 153 00:09:33,710 --> 00:09:36,590 So you're constantly creating and destroying variables. 154 00:09:36,950 --> 00:09:40,730 It's not a particularly great way to to use it on mobile. 155 00:09:40,970 --> 00:09:46,760 You better establishing it at the top and it stays in memory pretty much throughout the entire game. 156 00:09:47,300 --> 00:09:47,660 All right. 157 00:09:47,660 --> 00:09:49,070 So is much more effective. 158 00:09:49,730 --> 00:09:52,190 And so I need a step. 159 00:09:52,190 --> 00:09:56,120 But they also need to be able to call that step from this anime movie script. 160 00:09:56,660 --> 00:10:04,880 So what we need to do is basically create it as a public static variable, public static. 161 00:10:04,890 --> 00:10:09,170 You're going to be available to all the scripts so that they can also access them as well. 162 00:10:09,530 --> 00:10:10,580 And we call this step. 163 00:10:12,850 --> 00:10:17,990 And I don't think we need to initialize that because it's being performed on a calculation. 164 00:10:18,260 --> 00:10:18,620 All right. 165 00:10:19,070 --> 00:10:21,140 So that's just simply going to hold that value. 166 00:10:21,680 --> 00:10:23,510 So now in the update. 167 00:10:25,550 --> 00:10:30,650 And once again, in the update, what I might do here is just comment. 168 00:10:30,950 --> 00:10:31,310 All right. 169 00:10:31,520 --> 00:10:34,640 Comments don't get added to the script purely for us. 170 00:10:34,850 --> 00:10:36,980 The computer will not read any comments. 171 00:10:37,010 --> 00:10:37,370 All right. 172 00:10:38,210 --> 00:10:41,210 So this is a joystick rotation. 173 00:10:45,250 --> 00:10:50,200 This is and you may move calculation. 174 00:10:53,620 --> 00:10:56,200 So we're simply going to copy this. 175 00:10:56,230 --> 00:11:02,650 All right, so in fact, let me just take all of this control and see control in the area. 176 00:11:02,650 --> 00:11:08,140 Also, staight variable is going to be equal to speed multiplied by time Delta time. 177 00:11:08,920 --> 00:11:09,220 All right. 178 00:11:09,230 --> 00:11:14,020 We performed that calculation once every frame and only in one script. 179 00:11:14,270 --> 00:11:20,590 So now in this script, instead of saying this step, we're going to say the name of the script, main 180 00:11:20,950 --> 00:11:21,430 step. 181 00:11:22,140 --> 00:11:24,550 It's going to access that variable instead of this one. 182 00:11:25,000 --> 00:11:26,740 That means we can now delete this line. 183 00:11:28,020 --> 00:11:30,010 We can even delete this variable. 184 00:11:31,330 --> 00:11:36,640 And we've simplified this script to guest from multiple times because it's on loads and different animals. 185 00:11:36,940 --> 00:11:38,950 So we've simplified it to optimize it. 186 00:11:39,730 --> 00:11:46,630 Also, when we have a function as nothing in an empty function, it's not a good idea to leave that 187 00:11:46,630 --> 00:11:47,410 function there. 188 00:11:47,710 --> 00:11:48,070 All right. 189 00:11:48,070 --> 00:11:54,370 Because even though it's empty, the computer still recognizes it's got a start function or an update 190 00:11:54,370 --> 00:11:57,850 function, still going after open the script in order to read it. 191 00:11:58,480 --> 00:11:59,870 It's going to find is nothing there. 192 00:11:59,890 --> 00:12:02,410 So then it closes the script and goes on to the next one. 193 00:12:03,100 --> 00:12:06,850 And if you take it out altogether, it's not going to recognize it. 194 00:12:06,880 --> 00:12:07,210 All right. 195 00:12:07,210 --> 00:12:08,830 So it doesn't need to open the script. 196 00:12:09,370 --> 00:12:14,170 So what I'm going to do here is simply just comment it out by using the forward slash in it asterix, 197 00:12:14,470 --> 00:12:17,350 followed by an asterix and a full backslash. 198 00:12:17,680 --> 00:12:18,040 OK. 199 00:12:19,750 --> 00:12:21,670 And that basically comments that element. 200 00:12:21,880 --> 00:12:27,550 So now the computer basically will not see that start function in the save that. 201 00:12:28,200 --> 00:12:31,660 So now it's all simplified just to make sure they still working. 202 00:12:32,300 --> 00:12:34,690 I'm going to obviously go into the simulator and double check it. 203 00:12:42,270 --> 00:12:42,970 OK, there we go. 204 00:12:43,020 --> 00:12:45,770 They're all moving and obviously they're all moving at the same speed now. 205 00:12:49,280 --> 00:12:49,640 Great. 206 00:12:49,880 --> 00:12:53,360 All right, and obviously we've optimized the script. 17617

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