All language subtitles for 20. Damage graphics

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These are the user uploaded subtitles that are being translated: 1 00:00:03,820 --> 00:00:09,940 Now, in this video, you want to be able to get these enemies to respond, even if they attack you. 2 00:00:10,600 --> 00:00:15,790 So in our scripts, obviously we've got our damage, but we've also got our main need, the two scripts 3 00:00:15,790 --> 00:00:16,750 to talk together. 4 00:00:17,380 --> 00:00:18,730 So what we got Aspelin points. 5 00:00:18,730 --> 00:00:24,300 We need to change our public into zombies on screen to a public static so that it can be accessed by 6 00:00:24,310 --> 00:00:25,090 other scripts. 7 00:00:25,960 --> 00:00:32,230 Public static is one is a variable that gets saved in RAM in actual memory on your computer. 8 00:00:32,830 --> 00:00:35,890 And so exists outside of any one script. 9 00:00:36,740 --> 00:00:38,770 And that's good. 10 00:00:39,080 --> 00:00:43,060 It can certainly save it between between levels and all sorts of stuff. 11 00:00:43,900 --> 00:00:48,130 In a way, it's good, but in a way it's also bad as well, because you do have to reset them. 12 00:00:49,300 --> 00:00:50,530 You have to remember to do that. 13 00:00:52,120 --> 00:00:53,260 We'll get into that later. 14 00:00:53,860 --> 00:01:00,280 OK, public static game objects as well, so we can access these from the other script. 15 00:01:02,500 --> 00:01:09,460 So we've got public static zombies on screen, Butson screen, Gelson screen and make these public not 16 00:01:09,460 --> 00:01:13,840 private, sorry, public, static. 17 00:01:14,920 --> 00:01:16,330 Otherwise they won't be available. 18 00:01:19,270 --> 00:01:23,120 Public static game objects of lust destroy zombie last destroy Bakhtin. 19 00:01:23,140 --> 00:01:24,580 Last destroyed ghost. 20 00:01:25,820 --> 00:01:33,490 OK, now over in our damage, you can say if the other object is just this, this is a bat and we can 21 00:01:33,490 --> 00:01:40,930 say main dart bats on screen is minus minus. 22 00:01:41,890 --> 00:01:49,540 We can also say may dart and blast destroyed. 23 00:01:49,540 --> 00:01:57,110 Bat equals the dart game object. 24 00:01:57,130 --> 00:01:59,050 So the dart. 25 00:02:02,120 --> 00:02:02,930 Game object. 26 00:02:02,990 --> 00:02:03,530 There we go. 27 00:02:05,480 --> 00:02:07,760 So that will then place that into that slot. 28 00:02:07,880 --> 00:02:12,710 OK, so let's just that let's take all this control. 29 00:02:12,720 --> 00:02:21,890 See, let's do the same on Ghost and just change this to last destroyed ghost and ghosts on screen. 30 00:02:25,730 --> 00:02:27,620 Let's do the same for zombies as well. 31 00:02:29,960 --> 00:02:34,850 Last destroyed some bee and some bees on screen. 32 00:02:40,410 --> 00:02:42,980 Now, that should get some response. 33 00:02:43,560 --> 00:02:45,960 Let's just double check this to make sure that this works. 34 00:02:54,190 --> 00:03:04,540 So why wait for some of these creatures to actually hit my character, who was born in different points 35 00:03:04,540 --> 00:03:05,350 throughout the game world? 36 00:03:05,920 --> 00:03:07,990 So I'm constantly asking me. 37 00:03:14,710 --> 00:03:15,010 Good. 38 00:03:15,310 --> 00:03:16,210 All right, that's working. 39 00:03:16,480 --> 00:03:19,690 But now we need to get these images to actually turn on. 40 00:03:19,990 --> 00:03:27,160 So for this back in the main, you know, give myself a comment. 41 00:03:27,160 --> 00:03:29,920 So let's call it player damage. 42 00:03:32,710 --> 00:03:34,060 We need a few more variables. 43 00:03:34,090 --> 00:03:38,600 So first of all, we need some kind of a ball. 44 00:03:38,650 --> 00:03:43,840 So I'm going to once again make this a public static so it can be called from the other script of type 45 00:03:43,840 --> 00:03:50,590 boolean or call zombie attack equal to false to begin with. 46 00:03:51,800 --> 00:03:54,550 No, we need one for the bat and the ghost as well. 47 00:03:54,610 --> 00:03:56,710 Control and see, control and B, control. 48 00:03:56,830 --> 00:04:02,590 The schools say ghost attack and bat attack. 49 00:04:05,780 --> 00:04:16,300 That means that now I can save this, go into my damage and I can say main darts and which ones less 50 00:04:16,310 --> 00:04:20,030 but sohbat attack equals true. 51 00:04:21,600 --> 00:04:29,390 So I know that I've just been attacked by Abbott control and C, control and B, control. 52 00:04:29,660 --> 00:04:37,280 And they say that this one is a ghost attack and this one is a zombie attack. 53 00:04:43,620 --> 00:04:50,730 So now that I know I'm being attacked, what we want to do inside of the update and we do need to do 54 00:04:50,730 --> 00:04:55,770 it in the update, unfortunately, because it could be happening on any frame. 55 00:04:55,950 --> 00:04:58,680 And if it's after one second, it's probably just too late. 56 00:04:59,430 --> 00:05:05,790 So I'm going to leave myself a comment and this is going to be damage visuals. 57 00:05:07,680 --> 00:05:18,960 So I'm going to say, if zombie attack is equal to true, then in that case, we instantly want to switch 58 00:05:18,960 --> 00:05:19,350 it off. 59 00:05:20,250 --> 00:05:25,860 So zombie attack essentials, it only runs on one prank equals false. 60 00:05:26,910 --> 00:05:33,210 And then we need access to images, OK, which I haven't put in yet. 61 00:05:33,870 --> 00:05:40,910 So public health type images, I don't believe that we've done any UI elements yet. 62 00:05:40,920 --> 00:05:52,770 So using unity engine dot UI, that's going to give us access to things like images and buttons and 63 00:05:52,770 --> 00:05:53,640 those kind of things. 64 00:05:54,900 --> 00:06:01,290 Now, I can say public of type, image and core. 65 00:06:05,640 --> 00:06:08,980 Fact, I don't need it to be an image of just it's a game object. 66 00:06:09,220 --> 00:06:10,330 Probably easier that way. 67 00:06:11,260 --> 00:06:15,190 So actually, I can take you I will put it back later. 68 00:06:18,100 --> 00:06:22,950 Public game object I call zombie graphic. 69 00:06:24,260 --> 00:06:24,820 Let's call it. 70 00:06:30,020 --> 00:06:35,090 Uh, so I mean, the updates and I'm going to say zombie graphic. 71 00:06:36,960 --> 00:06:40,400 Don said active to trip. 72 00:06:42,500 --> 00:06:50,900 OK, going to switch that up and then we do have to switch it back off again so we can start a routine 73 00:06:52,220 --> 00:06:54,710 and I will call zombie off. 74 00:06:58,310 --> 00:07:02,840 Now, I do need some time, so I'm going to create a new wait for second soapier. 75 00:07:04,770 --> 00:07:06,040 Wait for seconds. 76 00:07:06,110 --> 00:07:09,260 I'll call it graphic. 77 00:07:10,000 --> 00:07:10,320 Pause. 78 00:07:11,950 --> 00:07:17,470 And then that's going to equal a new wait for seconds. 79 00:07:20,080 --> 00:07:22,600 It's going to equal about zero point three. 80 00:07:23,500 --> 00:07:23,680 All right. 81 00:07:23,710 --> 00:07:24,670 Not very long at all. 82 00:07:26,380 --> 00:07:29,100 So now I can create my zombie off. 83 00:07:29,110 --> 00:07:30,620 I'll go right down to the bottom. 84 00:07:31,060 --> 00:07:31,840 Do it down here. 85 00:07:33,320 --> 00:07:36,730 I enumerator zombie off. 86 00:07:40,890 --> 00:07:43,220 Can't remember if it was capital Z or not. 87 00:07:44,670 --> 00:07:45,470 Soon find out 88 00:07:48,350 --> 00:07:53,930 it's turned yellow, so it must be correct, then it's a yield turn. 89 00:07:55,160 --> 00:07:57,020 And it was professor. 90 00:07:59,910 --> 00:08:00,410 Pause. 91 00:08:00,900 --> 00:08:01,470 There we go. 92 00:08:02,880 --> 00:08:03,480 Excellent. 93 00:08:03,690 --> 00:08:06,780 So now we can simply switch off zombie graphic. 94 00:08:07,980 --> 00:08:15,450 So some epigraphic don't sell out to Fox, switches it off again after zero point three. 95 00:08:18,680 --> 00:08:20,330 OK, so we now update. 96 00:08:21,240 --> 00:08:27,620 Oh, it was a lowercase C, so it just changed up to an uppercase if zombie attack is equal to true. 97 00:08:30,260 --> 00:08:33,020 Let's do the same with other ones. 98 00:08:33,200 --> 00:08:36,530 So control Z, control V, control V. 99 00:08:37,550 --> 00:08:45,590 And I'm going to do if that attack and if ghost attack. 100 00:08:48,670 --> 00:08:50,740 Switch them both off immediately. 101 00:08:57,580 --> 00:08:59,380 And so we can actually. 102 00:09:01,960 --> 00:09:08,680 And if you like, optimize things instead of calling Separate Coroutine, you can actually call the 103 00:09:08,680 --> 00:09:09,880 exact same currency. 104 00:09:10,600 --> 00:09:13,870 But on these ones, we just simply switch off different graphics. 105 00:09:13,900 --> 00:09:16,090 So we've got our zombie graphic. 106 00:09:16,090 --> 00:09:19,630 We now need our public game objects of. 107 00:09:20,080 --> 00:09:28,840 But graphic and public game objects of ghost graphic. 108 00:09:34,220 --> 00:09:42,230 So all we have to do here is take our back graphics, which are done, ghost graphics which are done, 109 00:09:43,700 --> 00:09:48,140 and as soon as we've done that, we will run this same coroutine. 110 00:09:48,710 --> 00:09:57,890 So after zero point three seconds, we simply switch them all control and see saves up and to call numerous 111 00:09:57,890 --> 00:09:58,940 our enumerators. 112 00:09:59,520 --> 00:10:05,330 So then we can say that graphic and ghost graphic. 113 00:10:07,170 --> 00:10:08,040 Switch them all off. 114 00:10:08,370 --> 00:10:08,790 OK. 115 00:10:10,830 --> 00:10:11,250 That's it. 116 00:10:11,730 --> 00:10:18,210 All right, so let's now check if you've got any empty slots we should do. 117 00:10:21,620 --> 00:10:29,960 So we have a zombie graphic, but graphic and ghost graphic. 118 00:10:31,310 --> 00:10:38,240 Let's test this now, so let's play and wait for these characters to actually attack the player. 119 00:10:52,530 --> 00:10:53,460 OK, great. 120 00:10:53,560 --> 00:10:57,360 Yep, so that coming up, I think zero point three should be fine. 121 00:10:57,690 --> 00:11:02,520 Normally you're not going to be getting attacked that fast, and at least not until later levels. 122 00:11:03,300 --> 00:11:04,440 So we'll sort that out later. 123 00:11:05,010 --> 00:11:10,560 What we'll do in the next video is actually get a health bar so you can actually preview our much health 124 00:11:10,710 --> 00:11:11,460 you have left. 10934

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