All language subtitles for 21. Adding a healthbar

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These are the user uploaded subtitles that are being translated: 1 00:00:03,460 --> 00:00:07,600 Now we want some way to actually see what this damage is doing to our character. 2 00:00:07,840 --> 00:00:15,190 So in the mobile game resources, you'll find a graphic health bar just going to add this to our canvas. 3 00:00:15,640 --> 00:00:25,300 Just right click Jujuy and new image drag elfa into the source image and click certain ATSIC. 4 00:00:26,830 --> 00:00:30,400 This one is not a rakas target because we don't need to interact with it. 5 00:00:30,790 --> 00:00:36,310 But instead of its image type being simple, we're going to make this one filled image and to change 6 00:00:36,310 --> 00:00:38,380 its fill method to horizontal. 7 00:00:39,040 --> 00:00:42,250 And you'll now see that the full amount can be regulated. 8 00:00:42,700 --> 00:00:45,790 I actually want it to go from the right instead. 9 00:00:46,270 --> 00:00:53,740 OK, so it can go can do this and we can actually manipulate this in the code by using this fill amount 10 00:00:54,010 --> 00:00:54,700 variable. 11 00:00:55,990 --> 00:00:59,230 OK, first of all, I just need to position this somewhere on the screen. 12 00:00:59,230 --> 00:01:01,000 So I'm going to choose the top. 13 00:01:01,000 --> 00:01:01,630 Right. 14 00:01:06,290 --> 00:01:08,180 And it's not an item that we need to click on. 15 00:01:09,530 --> 00:01:15,980 However, I still recommend that you change type just to see where it is on all the different pieces. 16 00:01:15,980 --> 00:01:18,260 As you can see there, it's basically been excluded. 17 00:01:18,980 --> 00:01:23,870 Well, I want to make sure that it is targeted to the top right. 18 00:01:24,380 --> 00:01:32,720 And then I simply just want to drag this over a little bit until it fits nicely in the corner. 19 00:01:36,290 --> 00:01:41,480 We get that as close as I can to the corner and then that way on other systems. 20 00:01:43,400 --> 00:01:45,500 It shouldn't be too far away from the edge. 21 00:01:45,540 --> 00:01:50,930 Now, as you can see there on the Apple iPhone, and it's being cut off. 22 00:01:50,930 --> 00:01:55,640 So I just need to check it on each of the devices. 23 00:01:59,050 --> 00:02:00,370 Yeah, that's OK. 24 00:02:01,990 --> 00:02:03,100 It's perfectly fine. 25 00:02:07,300 --> 00:02:13,480 Feel free to go through absolutely every one of them, but I should imagine at the moment this is pretty 26 00:02:13,480 --> 00:02:13,750 good. 27 00:02:19,380 --> 00:02:20,430 It's a really long film. 28 00:02:26,250 --> 00:02:26,580 Right. 29 00:02:26,730 --> 00:02:28,590 OK, so it looks fine on all of them. 30 00:02:29,270 --> 00:02:32,100 Great, I'll just go back to Samsung Galaxy J7. 31 00:02:32,720 --> 00:02:36,240 That's that's one that kind of looks very generic. 32 00:02:37,170 --> 00:02:37,650 Excellent. 33 00:02:37,770 --> 00:02:42,170 OK, so let's change the name of this to help. 34 00:02:43,980 --> 00:02:50,360 Whenever we want to access, for example, in the components that are on a UI element in the script, 35 00:02:50,370 --> 00:02:53,610 we do need to tell it that we are accessing UI. 36 00:02:53,850 --> 00:03:02,100 So if we go back into the main script right at the top, we do now need to say using unity engine dot 37 00:03:02,220 --> 00:03:02,730 UI. 38 00:03:07,100 --> 00:03:13,700 Not way I get access to that image, OK, so I'll just leave myself in another comment. 39 00:03:13,820 --> 00:03:17,360 So health bar. 40 00:03:19,130 --> 00:03:24,710 So this is going to be a public health type image for health bar. 41 00:03:28,820 --> 00:03:34,730 In fact, it doesn't need the capital be there, so just one word health bar, OK, and then I need 42 00:03:34,730 --> 00:03:36,020 some kind of a damage amount. 43 00:03:36,050 --> 00:03:37,490 It's going to take place each time. 44 00:03:37,490 --> 00:03:39,200 One of the animals hit me, it's me. 45 00:03:39,830 --> 00:03:41,600 So I'll make that a public float. 46 00:03:42,200 --> 00:03:44,210 Old damage amount's. 47 00:03:45,500 --> 00:03:48,350 I'll probably make that about zero point zero five. 48 00:03:50,240 --> 00:03:51,230 Now, it's right at the moment. 49 00:03:51,360 --> 00:04:00,200 It does need an F on the end, and the actual fill amount only goes between zero and one. 50 00:04:00,710 --> 00:04:04,700 So if you got a value greater than one, that will instantly be filled. 51 00:04:05,510 --> 00:04:11,680 So when when you're talking about taking damage off there, it has to be a value less than zero zero. 52 00:04:11,780 --> 00:04:15,530 If it's really small, so it's only going to take it off by increments. 53 00:04:15,580 --> 00:04:16,850 And that's exactly what I want. 54 00:04:18,950 --> 00:04:19,240 OK. 55 00:04:19,280 --> 00:04:20,360 Which is why it's so small. 56 00:04:20,630 --> 00:04:26,690 If you do all the different damage amount, let's say, for a ghost or a bat or a zombie, you could 57 00:04:26,690 --> 00:04:29,210 create three different damage amounts if you want. 58 00:04:31,490 --> 00:04:37,790 And where we have our update and we've seen if zombie attack is equal to true and we're simply going 59 00:04:37,790 --> 00:04:46,190 to take it and the health bar off from here, so we're going to say healthcare, don't fill them out. 60 00:04:47,120 --> 00:04:50,080 Minus equals damage amount. 61 00:04:51,770 --> 00:04:52,150 That's it. 62 00:04:52,270 --> 00:04:53,000 It's quite easy. 63 00:04:53,660 --> 00:04:55,910 Let's do that also for the other ones. 64 00:04:55,970 --> 00:05:03,200 Some control C, control V and control the OK. 65 00:05:04,400 --> 00:05:08,810 And that will then start to take the alpha. 66 00:05:09,320 --> 00:05:12,620 So some of the length of the health bar until it reaches zero. 67 00:05:12,980 --> 00:05:15,230 OK, so we're going to see the player getting damaged. 68 00:05:17,570 --> 00:05:19,190 Let's click on ground. 69 00:05:19,700 --> 00:05:22,730 We do need to assign this image health bar. 70 00:05:25,450 --> 00:05:27,220 Now we can try this out. 71 00:05:32,480 --> 00:05:35,420 OK, so we don't let these creatures talk me. 72 00:05:38,590 --> 00:05:41,830 There we go, can see the alsp really going down now. 73 00:05:47,090 --> 00:05:47,370 Right. 74 00:05:47,730 --> 00:05:49,370 These creatures are too far together. 75 00:05:49,580 --> 00:05:51,740 And don't worry, we're going to be sorting that later. 76 00:05:52,850 --> 00:05:55,280 Definitely the health bar is now going down. 77 00:05:55,760 --> 00:05:59,720 And when it gets to zero, we actually want some kind of a game over. 78 00:05:59,900 --> 00:06:01,010 You've sort of lost. 79 00:06:01,910 --> 00:06:06,350 So to do that, I'm going to go all the way down to the bottom. 80 00:06:08,750 --> 00:06:14,390 Well, I have the time delay, and I'm going to do instead of for enemies, I'm going to do check for 81 00:06:14,390 --> 00:06:15,020 Gameover. 82 00:06:21,220 --> 00:06:29,980 It's going to be a custom function, so I'll create that now just above for enemies may be able to avoid 83 00:06:30,730 --> 00:06:33,910 check for came over. 84 00:06:38,070 --> 00:06:44,430 OK, and all I'm going to say is if Health Healthpoint don't fill amount. 85 00:06:46,670 --> 00:06:50,120 Is less than or equal to zero. 86 00:06:50,780 --> 00:06:57,020 That's the case, and at the moment, all I'm going to do is basically display a message Debord debunked 87 00:06:57,020 --> 00:07:00,020 log game over. 88 00:07:01,910 --> 00:07:06,410 Later, we'll add some functionality so that you can basically be turned back to the menu. 89 00:07:08,990 --> 00:07:14,600 OK, and that's how you get a health bar working in your game. 8062

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