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Let's Begin the work that we need to do
To enable the player to upgrade
Skills
So in vampire survivors another games what you typically have is an experienced bar that one
Fills up
You will be able to upgrade
Something some ability that you have
And the upgrade can take the form of
Ada
The improvement to an existing ability or
You can take the form of a brand new build
And so that's all we can be working on is the experience bar
Stop let's go ahead and see how that's going to look
So first let's create a new scene
With a type of
Canvas layer as the route
Let's call this
Experian
Bar
Let's go ahead and save it in
Seems
UI
Went bad as a child note in margin contain
And then
Click the anchor
Button appear
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In the towbar
And then select the full rectangle option in the bottom right
Ok and before we go any further with this
Go ahead and scroll down on your margin container
Until you see
The mouse filter option
And change that to ignore
And remember we're doing this for the mouse
Events are not interested
4 square
Margin
Under the margin container let's go ahead and add a child no
Progress bar
And will end up with something like this
In the progress bar within a scroll down and we're going to change the horizontal and vertical
Sizing
2
Keep fill in the horizontal and working to shrink and
In the
So now we've got our bar exist
At the bottom
Now before we go any further we're going to also change the mouse filter for this bar
So scroll to the mouse filter setting every control note has a mouse filter setting
And I'm just going to go ahead
Ignore
Describe to the top of the inspector for this progress bar
What's turn off show present
And that won't shrink It dramatic
Also going to change the min value in the Maxwell rehearsal this to the mean value of 0 max value of 1
We can leave the step at
01
Let's turn the volume to .5 just so we can see what we doing
So what we do socially done as we've changed the range of the progress bar from 0 to 1
So that we can work easily
Set the value as a percentage
Rather than some arbitrary number above 1
We don't need to touch any of the other settings
But I am going to do as I'm going to go down to the layouts
And where it says custom minimum size I'm going to bump up the minimum size in the Y to
Just to make it a little bit more
Let's go over to our main
Unless instantiate a child scene
Are we going to instantiate that Xperia
I'm going to drag the experience bar
To just below the arena time you out
And I'm going to run the game
Security now that we've got a progress bar at the bottom of our school
Now we are going to be doing a lot of you
Steaming in this course
We're not going to touch it right now so if it looks a little bit ugly
As a matter of fact
Anything in the game little bit ugly right now
Don't worry
We are going to be punching everything out but we got to build the foundation
First if you have any doubts about what this game is going to look like when it's fine
You can revisit
The preview video that I made for this
To see what the final
It's going to look like
It was that note out of the way
It looks like a progress bar is displaying properly
So now we have the challenge of
Keeping the experience bar in sync with the amount of collected vile
So let's go to experience manager
And click
Button to open it
So we don't need a couple of things right
Let's create a new variable called current lever
21
And another variable
Here we're going to call it
Target
Experience
I said this to let SE5
To start off
So we are already connected to the vile collected signal
In the game events remember when we created that and we are already printing the car
Experience here
So what we're going to do is really need to find a new signal in this experience manner
So we're going to say signal
Experience
Collect
And then we're going to arguments were going to say
Current Xperia
Number
Cloud
And then
Target Xperia
Lotus
So we're going to pass in the numbers that are necessary to calculate the progress
Which is essential
What was saying
Analyst let's change this from experience collect and to experience updating
Because that's going to be a little bit more
Xperia
Update
Ok
So in here we've got a current experience plus equals none
What we're going to do
Is we are going to do a cup
Firstly we need to clamp the current experience
So what we're going to do
Is we're going to say
Current experiences equal to
Minimum
Current
Experience Plus number
Target
That is going to do
Is that is going to basically say
Take the minimum of these to Val
So if we end up going over the target experience when we are
The number coming in
Then it's going to claim
To target experience because that will be the minimum number of the wise I would just use
Ok
Are we going to get rid of print statement as we don't need any
What's a method signal
Experience update
Omit
And we're going to pass in as the first argument
Current
And then as the second argument
I never want to do is say yes
Current experience is equal to
Target explained
Going to do is we're going to say current level
Organ instrument that by 1 so plus equals 1
We're going to say target Xperia
Plus equals
And this is where we're going to have to play with the numbers a little bit
But for now let's create a const
Just below the signal
Can't
Target
Experience
Grow
And I will send that to 5
So
When are current experiences equal territorial
We're going to
Increment the current level
Target Xperia
2
The current target experience plus the target experience grocery
5 experience requirement per level a general probably going to change this butler just build it out
Very roughly for now
And then we need a set the current experience 20
So that we reset the bar
And I'm also going to admit this experience updated
Again
Just so that way you know you don't have to worry about a meeting things to offer
Just emit the signal whenever it's a pro
To do anything else hand
Ok so this is essentially going to be our game live for
Incrementing a level and
Keeping track of the experience and all
Good stuff
So that should be good for experience manager
Let's go to our experience bar that's open up that script
All at Sea again and then attach a script to the experience bar
Defaults are ok so that's all good
Alright so let's do another explore
Export variable
Experience
Manager
As a note
Ok
And then what we're going to do is in our ready method
Funk underscore ready
We're going to say experience manager
Start
And an Arsenal is called what so if I go to my experience manager scriptwriter
Experience updating so I'm just going to copy that
And then come back to the sky
Experience manager experience updated
On
Experian
Updated so again were using the signal
From the supplied experience manager
To figure out how to connect to a sunstead of trying to go through the scene tree and find it we're just supplying
Is an export variable
Another connector
2
This
On experience
And then we need to
Create that function so on
Experience
And remember we've got two arguments coming in
You've got the curry
Xperia
Which is a flower
And the target
What does a
What's this right pass for now
And we need to get the progress bar now remember I showed you the trick of how we can do access as unique
But I'm not going to do that this time just to show you what it looks like
So I'm going to underneath the export I'm going to do it
On read
Bar
Progress underscore bar is equal to dollar sign
Margin container
Flash
So we're going to get a reference to the progress bar
On ready
And I'm here we're going to update the progress bar so let's get rid of this pass in on experience update
Let's calculate the percentage so far percent
Is equal to
Credit Xperia
Divide by 30
Now if you wanted to you could put in a check to make sure that they start experience is not zero
I'm not going to go that far I'm not going to be that careful
But that is something that you could do if you wanted to be really defensive about European Pro
And then we're going to say
Progress bar
Chad Valley
Is equal to
So this is going to work so
Keep in mind progressbar
The value is not by default
It's right you recall that in a progress bar we change the min value and market value from 0 to 1
If this was 0 to 100 like it is by The Fall
If we set the value to a percentage
We be sitting about like .5 out of 100
Right Insula wouldn't even shower
But because we're just at the Maine Valley in the max value
2
In one
Now we have the ability to
Just supply the calculator percentages the Valley
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And last thing I'm going to do on ready above the signal connection as I'm just simply going to see
The progressbar.js value
To start
Because we have it set to .5
In the
So that we can see
So so
I can see that
Work
And just resetting it to zero when the game start
So that we don't have
Outdated
Experience
Something to go back to my main screen
And we need to assign the experience manager in our experience Barroso at the experience bar
Gravity experience manager
And bring it on over
Alright let's see if this is working so let's go ahead and Run the game
And you can see that are bars not filled at the bottom
And as I
Kill some rats here
We should
Start seeing a private bar
There we go I've collected one Vial
So you're private bar should be increasing
And we can just test real
That
If I collect one more vile
That is going to rap and then
Yep ok
It looks like we're working well
So that's the experience bar and experience
Tracking
The next step is to start creating a framework in
Which weekend do ability
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