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These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:02,190 Let's now look at the HP system. 1 2 00:00:02,220 --> 00:00:04,950 You'll find this system in the demo folder. 2 3 00:00:04,950 --> 00:00:07,200 prefabs/systems/HPSystem 3 4 00:00:07,200 --> 00:00:09,660 The HP system is a critical part of the project. 4 5 00:00:09,720 --> 00:00:14,610 It allows objects to have life and get destroyed if they take enough damage. 5 6 00:00:14,760 --> 00:00:19,440 Most of the code here is actually to update the health bar (UI) associated with it. 6 7 00:00:19,440 --> 00:00:24,090 And all of the children objects here handle the health bar and the health healing effect. 7 8 00:00:24,240 --> 00:00:29,430 The lasted time, which when it'll get triggered, it'll regenerate health and the health regeneration 8 9 00:00:29,430 --> 00:00:29,990 animation. 9 10 00:00:30,000 --> 00:00:38,190 So, functionality wise HP system has two important features the maximum HP and the current HP. When take 10 11 00:00:38,190 --> 00:00:39,000 damage is called. 11 12 00:00:39,120 --> 00:00:44,250 This is the most important function because when things damage is called, then we need to subtract 12 13 00:00:44,250 --> 00:00:47,970 the amount from the current HP and if it reaches zero. 13 14 00:00:48,000 --> 00:00:52,650 If the current HP reaches zero for the first time, we can check if it reaches zero, but we don't 14 15 00:00:52,650 --> 00:00:53,610 know if it's the first time. 15 16 00:00:53,620 --> 00:00:58,350 This is what is_alive is for. Because if is the first time, then is_alive is true and then 16 17 00:00:58,350 --> 00:01:05,310 it gets false and then it won't be true for the next time the current HP gets below zero. And the HP 17 18 00:01:05,310 --> 00:01:10,020 system actually has two signals on_damage_taken and on_destroyed. 18 19 00:01:10,050 --> 00:01:13,010 When it gets hit on damage taken happens. 19 20 00:01:13,020 --> 00:01:18,660 And this is important for the enemies when they get hit by the player to actually acquire the target 20 21 00:01:18,660 --> 00:01:20,880 and when on_destroyed happens. 21 22 00:01:21,030 --> 00:01:26,370 This is important because we need to actually destroy the object, but you don't want it to be destroyed 22 23 00:01:26,370 --> 00:01:32,250 here in HP system because there are some other steps that need to be taken to destroy other objects (referenced by this one). 23 24 00:01:32,250 --> 00:01:37,890 It's important to get the signal and then use it for later purposes. 24 25 00:01:37,920 --> 00:01:42,660 The other main functionality of the HP system is regenerating health. 25 26 00:01:42,900 --> 00:01:48,690 As you can see here, if the HP system receives damage, the last hit timer gets reset. 26 27 00:01:48,720 --> 00:01:49,770 Once the lasthit_timer 27 28 00:01:49,770 --> 00:01:50,650 is 0 28 29 00:01:50,760 --> 00:01:53,550 Then the should_heal variable is set to true. 29 30 00:01:53,580 --> 00:01:57,990 And this means that from this moment on, the HP will heal itself. 30 31 00:01:58,020 --> 00:01:59,390 How is this happening? 31 32 00:01:59,400 --> 00:02:04,830 At every frame, if should heal is true, then the current HP gets added. 32 33 00:02:04,830 --> 00:02:11,790 The healing factor * delta, and if the current HP is equal or more than maximum HP then we set 33 34 00:02:11,790 --> 00:02:16,110 it to be maximum HP. And then the animation player stops the animation. 34 35 00:02:16,140 --> 00:02:21,660 This is just an animation that sets everything to zero and of course it updates the UI. 35 36 00:02:21,720 --> 00:02:28,080 The UI is basically this bar, which is actually a gradient that has two values. 36 37 00:02:28,350 --> 00:02:31,380 I'll quickly show you what it does. 37 38 00:02:31,380 --> 00:02:38,430 First, we get the gradient from this one and we set the offsets of this one. 38 39 00:02:39,180 --> 00:02:44,580 But when update HP ui happens, it sets the two colors. 39 40 00:02:44,580 --> 00:02:51,780 The first one with index zero is red and then the green one because first we have everything green. 40 41 00:02:51,870 --> 00:02:56,690 The red will start from the left, but it will start from nothing. 41 42 00:02:56,700 --> 00:02:58,560 And then we set the offsets of these. 42 43 00:02:58,590 --> 00:03:04,230 If the player or the enemy gets more and more damage, these will change. 43 44 00:03:04,230 --> 00:03:06,050 I'll quickly show you. 44 45 00:03:06,060 --> 00:03:14,550 This is the red it has like nothing happening, but once it starts taking damage, the offsets move. 45 46 00:03:15,360 --> 00:03:17,160 The red is more than green 46 47 00:03:17,160 --> 00:03:23,550 now. If I go far away, then at some point my healing will kick in. 47 48 00:03:23,940 --> 00:03:31,980 This is the healing animation. It's just basically fade in / fade out for that background, but it will 48 49 00:03:31,980 --> 00:03:33,630 actually slowly heal me. 49 50 00:03:33,930 --> 00:03:40,020 And this can be tweaked here at the Heal Factor, so you can adjust it as much as you want. 50 51 00:03:40,320 --> 00:03:45,510 Lastly, what I want to mention is that the system is meant to be integrated below the kinematic body 51 52 00:03:45,510 --> 00:03:47,130 of either the player or the enemy. 52 53 00:03:47,130 --> 00:03:53,250 And this is needed because once this object gets detected from the projectile collision, they will 53 54 00:03:53,250 --> 00:03:55,260 ask for the HP system directly. 54 55 00:03:55,260 --> 00:03:57,720 It's important for the HP system to be here. 55 56 00:03:57,810 --> 00:04:02,880 Otherwise, if the hierarchy were different for the player and the enemy, then it would have been a 56 57 00:04:02,880 --> 00:04:05,060 mess of a code to make everything work. 57 58 00:04:05,070 --> 00:04:11,020 This is why it's important that the HP system is a child of the object that takes the collision directly. 58 59 00:04:11,040 --> 00:04:12,810 Basically, this is the HP system. 59 60 00:04:12,810 --> 00:04:15,930 I hope you like it and leave me a comment if you did. 6398

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