All language subtitles for 6. System Tank Mover (GOOD)

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These are the user uploaded subtitles that are being translated: 1 00:00:00,060 --> 00:00:03,390 Let's look now at the enemy's tank mover system. 2 00:00:03,420 --> 00:00:12,360 This system is responsible for moving the tank across a list of steps they are provided in the 3D space. 3 00:00:12,360 --> 00:00:18,990 So they are vector three, then the tank mover cycles for every single one of them and moves the tank 4 00:00:18,990 --> 00:00:19,680 accordingly. 5 00:00:19,860 --> 00:00:21,900 Let's find out how this system works. 6 00:00:21,900 --> 00:00:24,030 First, we need to initialize this. 7 00:00:24,030 --> 00:00:29,250 And as the enemy actually has the speed, we do need to provide the speed at the initial step. 8 00:00:29,250 --> 00:00:35,490 And then we get the tank, which is the kinematic body and also the tank mesh. 9 00:00:36,060 --> 00:00:39,090 We will need them both for our next steps. 10 00:00:39,210 --> 00:00:45,160 The main functionalities that are called In the Tank Move are the following Start Move, which takes 11 00:00:45,160 --> 00:00:53,400 the list of steps and also initializes the index of the whole path to zero reset, which stops any movement 12 00:00:53,400 --> 00:01:01,620 that is currently happening, and also a query that will say true or false, either if the path is finished 13 00:01:01,620 --> 00:01:02,580 or not. 14 00:01:02,580 --> 00:01:04,110 Basically if it's moving or not. 15 00:01:04,320 --> 00:01:07,410 So the actual movement happens in the physics process first. 16 00:01:07,410 --> 00:01:11,250 If we don't have a path and if it's known, then we don't actually care. 17 00:01:11,250 --> 00:01:14,700 But if we do have a path, we of course need to check the index. 18 00:01:14,700 --> 00:01:21,300 So if the current position is not the final one, and if it's not the final one, then it means that 19 00:01:21,300 --> 00:01:24,900 we have to go to that particular one thing to compute the direction. 20 00:01:25,110 --> 00:01:32,130 So in order to do this, we take the 3D position that was specified at the PATH Index position and subtract 21 00:01:32,130 --> 00:01:34,590 the value of the tank's position. 22 00:01:34,830 --> 00:01:40,890 This will give us the direction vector or the vector that is headed from the tank to that particular 23 00:01:40,890 --> 00:01:41,460 position. 24 00:01:41,460 --> 00:01:48,180 If the length of that the action vector is below one, then that means the position was reached and 25 00:01:48,180 --> 00:01:49,740 we need to increase the index. 26 00:01:49,800 --> 00:01:53,970 If it's bigger than one, then this means we haven't reached yet the position. 27 00:01:53,970 --> 00:01:59,760 So we need to apply a translation and of course you need to normalize the direction because the direction 28 00:01:59,760 --> 00:02:02,820 would be the whole vector from the tank to the new position. 29 00:02:02,820 --> 00:02:09,420 By normalizing it we take a vector of length one but the same orientation and we multiply it with the 30 00:02:09,420 --> 00:02:14,010 move speed that we use in initialize and also with the delta between frames. 31 00:02:14,010 --> 00:02:17,070 So we make sure that it's frame rate independent next. 32 00:02:17,070 --> 00:02:20,940 This handles the actual movement, but what about the rotation? 33 00:02:20,940 --> 00:02:26,520 We will use the tank mesh as we don't want actually to rotate the kinematic body, we'll just rotate 34 00:02:26,520 --> 00:02:27,390 the 3D mesh. 35 00:02:27,390 --> 00:02:33,990 So what we do will make it look at at the next path, which is the path we're actually heading towards. 36 00:02:34,080 --> 00:02:37,950 Of course, we need to also reset the rotations that we don't need. 37 00:02:37,980 --> 00:02:44,460 This is to prevent the case when the tank gets closer to the position and the position actually gets 38 00:02:44,460 --> 00:02:45,540 below it, kind of. 39 00:02:45,540 --> 00:02:52,650 So it might be that if we look at and we don't reset the X and Z rotation, the tank will look actually 40 00:02:52,650 --> 00:02:54,120 down and it will look strange. 41 00:02:54,120 --> 00:02:55,950 So make sure that this is in place. 42 00:02:56,100 --> 00:03:00,540 Of course, if you have terrain that's not flat, then you might need to change this. 43 00:03:00,540 --> 00:03:03,210 But I would rather go for a different result. 44 00:03:03,210 --> 00:03:07,830 Let's say Iraq last and check the terrain below and check the normal there. 45 00:03:07,950 --> 00:03:09,540 That's the other way to do it. 46 00:03:09,540 --> 00:03:14,760 And if the path index has reached the final position, then we omit the signal on finished moving. 47 00:03:14,850 --> 00:03:18,900 This will inform any particular objects that are on. 48 00:03:18,990 --> 00:03:23,610 Subscribe to this notification to make sure that other functionalities are played. 49 00:03:23,610 --> 00:03:29,640 For example, if the enemy has reached the destination of a waypoint, then we need to make sure that 50 00:03:29,640 --> 00:03:32,100 we need to go to the next one and so on and so forth. 51 00:03:32,130 --> 00:03:36,540 So basically this is how the tank I moves, by the way. 52 00:03:36,660 --> 00:03:38,660 This is just the movement functionality. 53 00:03:38,670 --> 00:03:44,430 The other part of the movement functionality is using the nav mesh to actually generate the path that's 54 00:03:44,430 --> 00:03:45,720 being provided here. 55 00:03:46,140 --> 00:03:51,960 So this just moves the tank, but you'll see later on how we can also use the nav mesh to generate the 56 00:03:51,960 --> 00:03:52,320 path. 57 00:03:52,320 --> 00:03:54,780 I hope you enjoyed this and see you in the next one. 5934

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