All language subtitles for 34. Enabling Acquisition of Axe Ability

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Original subtitles

With our activity built we need a way of

Giving it to the player as a reward for levelling

So

Let's go out and do that the first thing that we could do is go into our player scene

And you can again open up the scene with control shito inserting play or click into it from

Main scene here

And it's going to delete the Acts of biliary control

From there

Perfect

So now we will that start with the axe ability will need to acquire

Through the level up process

How we going to do

Well if we look at our upgrade

Manager

So go ahead and open up the upgrade manager scene

Click into the script and you can see that what you've got

Upgrade pool right here

And we are choosing an upgrade and passing in to this upgrade screen setup

Body upgrades

So your car there

The upgrade screen will display a number of upgrades essentially referencing ability upgrade which is a Reece

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What's a custom resource that has a couple of experts

So this is called ability upgrade but I think it makes sense to use this and extended

For new abilities as well so at the end of the day

Everything whether it's

An explicit upgrade for an ability or whether it's a new ability can all be considered ability up

So let's go ahead and create a resource

For the accessibility

I'm going to go into my resource

Directory in my

And then I'm going to go into the upgrade

Answer Direct

And I'm going to take this sword right here I'm going to right click it and then

Duplicate

I'm going to name this asks instead

Now if I double click on the apps you can see the

I've duplicate

Aldi's pop

But we actually don't want that rights

We're gonna replace all day so for the ID

Let's go ahead and right

Just playing Old Axe in there

And then we're going to

Type in a name as actual the capital

And illustrate is short description and it can be whatever you

Hammerite periodically

Sends out a spinning app

Say something like that

And so we can look at her sword and we can see that we are sorted now and we have our

Let's go back to her upgrade manager script by clicking the Script button in the upgrade manager scene

And now we have to choose more than one upgrade from the upgrade pool

Another thing that we have to consider is that

We might have unique upgrades

Or operator can only be chosen ones

So once we choose the accessibility

You probably don't want to be able to

Again

I want more handle that later

Let's go

More than 1 upgrades

Being chosen

A time there was a more immediate problem facing a

And that is that

We don't want the same upgrades to be chosen twice

When we are generating the upgrades to show on the upgrade screen

So what you need to do a bunch of array manipulation here

To get this working the way that we were

So let's do this

Let's create a new function

I'm realising that this is slightly out of order

Compared to our preferred order of function symmetric

Cut this on level up funk

And I'm going to move it to the bar

Because again I personally like to leave all of my signal handler methods

At the bottom of the Script

And everything else

In the middle

Create a new function

Just below the apply upgrade called

Pick up

Here is one minute

Let's do a for Loop

4

I in

2

What is right path

So this is saying working at used to up

Now in order to avoid the situation where we pick two of the same upgrade

What do I need to filter

The array

After every upgrade we choose

So that we

Exclude any other

For the same ID

Create a new variable under pick upgrades and we'll call it bar

Filtered upgrades

Is equal to

And we're going to copy or upgrade

Upgrade pool

Start

Duplo

And so what upgrades Poole duplicated going to do is this Returns a new array

With the same elements inside

In why do we need to do that because when we start filtering this array

We don't want to affect the original upgrade pool

So what you been appealing this filtered upgrades array

And because it is a copy

Therefore a different reference

We're not going to be affecting the original upgrade porter at all

If we don't use this we would actually completely mess up

Are upgrade to

And

It would break a lot of stuff

So

We're grabbing a copy of the Opera jewellery

Call filter

Upgrades and what we're going to do is copy this first couple lines in on mobile

So where were choosing the upgrade

And then checking well

It's no wishes copy all that

Or car trailer soul Control x to cut

Emily does excess layer

Then go ahead and

Paste those lines in a for loop and fix the indentation so one level of indentation

And we actually don't even need

Upgrade eagle Knowles or just going to remove

Dad's

Ok we got this error down here so we're just going to ignore that for now We Are Go

To be handling that

Momentarily

So in here instead of picking from the upgrade pool with an R4

We're going to pick from the filtered upgrades

Ok so now here's where the cracks of what we're doing comes in

So get the Chosen upgrade will do something with this and a little

The first we want to save filtered upgrade

Filter

And we can

Filter and Method using a method we can actually define an inline filter functions we can say

Funk

Upgrade

And then what we want to do is Wendy

Function in here Returns true

That means keep the

So let me backup

Filter will iterate through every single element in this filtered upgrades array

And it will run the supplied function again

Every single

And this is why I upgraded in here

So

For each element in the array

The upgrades being passed into the Senate

Action here and if we return true

Dysfunction

Then

That element gets to stay in the filter upgrade

And if we return false that

Gets filter

So what do you want to do we want to return

Upgrade

I D

Is not equal to

Chosen upgrade

So what is this filter function saying it's saying

Where choose Britain

We're going to take her children up

And we're going to return

Every upgrade in the filter upgrades list

That does not share the idea of the Chosen

In other words

Pick every element that is not

The same as the Chosen

And so there's filtered upgrades this filter

This actually Returns

A new array according to the documentation and if you want to take a look at

What you can do as you can control hold ctrl and click on filter

And that will take your right to the documentation

This is Returns a new array

And since this Returns a new array we have to assign the result

So we're going to say

Filter upgrade

Is equal to

Upgrade

So this filter Returns a new array with all the elements sorted out that we are specifying with this function inside

And then you alright we're just going to overwrite the value of filtered

And so now you can see when it goes to the next iteration in a for Loop

Is noted upgrades now is going to be

Upgrade pool

Essential it's going to be equal to the upgrade Paul -

Whatever upgrade was chosen in the last Italy

And we can extend this out indefinitely assuming that we had enough upgrade right we could say

Do that 100 times and keep whittling down

The filtered upgrades so that we're not picking

Betfred

Ok and then at the end what we can do

Is we have to return our children up right now or not actually keeping track of those anywhere

So what I'm going to do as I'm going to create a new variable via chosen

Upgrades

And then we're going to initialise at when empty array using open and close bracket

So this is an empty array representing art show

Cribs and then what I'm going to do is I'm going to add

That shows in upgrades inside a for loop into that erase so we're going to say chosen

Upgrades plural

A pen

Chosen

Up

So adding each other that we choose and and remover

From the filtered array

And then we can return

The end our chosen

Operates

Perfect

So now what we can do

Is we can

In the on level up function

Underneath the Anne child

Let's go out and save our chosen upgrades

Is he going to pick

Upgrades and will involve that

And then we can replace this array here

The single element inside of a dead no longer exists working to replace that with chose

Open up a new line here

Just to keep the 2 line spacing between each function

And now the final thing to do is in our upgrade manager we have

There's up

Play Paul

Property let's click that array let's increase the element size by one so we have another empty slot

What's bring over the axe into that's

Ok let's Run the game and see if that upgrade the X up

It's present

So I'm just going to go ahead and

Collect one Vial here

Yeah we got a crash and why did we get it

Ok so I think there's a type mismatch here

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And I think that we can resolve this by going

2 hour pick upgrades function

Dad

Specify type for a chosen upgrade by do

Colwyn array

Ability

Ok

What's going on in Run the game again with that type specified

And see if that

Ok so after adding that type we now have it working and you can see that I've got the axe

Specified here

Alongside the sword quickest and those are the only two arrays or those are the only two upgrades are there we have

I'm going to go home quickly

And nothing's going to happen why because we haven't actually built

Any code

Handling

The axe

The way that were going to handle adding that ability to the play

Is we're going to extend our ability upgrade

Script oh little

So there's a couple of ways you can do this I'm going to show you how you can use

Inheritance

2

Create a set

Resource

That has one additional Prague

So let's

Create a new script

In our filesystemresource

Upgrade

Older

So right alongside

These upgrades

And let's create a new

Skip

Unless just call

What does call ability simply perhaps that's not the best name boulders called ability dungeon

And what we're going to do is really have this extend

Ability upgrades

So I can I replace it stands with a bill

Upgrade up

And then we're going to add another export variable

And we're gonna save our ability

Controller scene

Type packs

So now it's

Double click RX vs here

And we have it set to use the ability upgrade GD

Alexis Ted wragg the ability over instead

And look what happened

So we get all the property

That are specified in a built-up

Alongside

The new property that we

Specify

Here

And I'm going to give us a class name as well someone is a class underscore the name

Ability

Ok so

Nrx

Trys

Let's go ahead and drive

Over

The act

Control

Let's search for file system X

We got the ability controller here

So I'm just going to drag it over and put it right

So now able to Oasis

The actual scene that gives the player this ability

With this resource

So how is this going to work there

Well

We're gonna go work player

And we have our ability manner

Here

So I'm going to

Open up a play script

Let's grab a reference to that ability manager notes I'm going to do another on read

Bar

Ability

Manager

Is equal to

Dollar sign

Ability manager

And this is not actually an appropriate name for the Snowdon

I was originally envisioning at this would be a separate note eventually but I think it'll just meant to be a part of the playlist

I'm going to rename this note here

Two abilities instead

And then update

This

To ability

And she

This

As well

So just got everything renamed there

No big deal

So now remember we have a global game event

That is

When

An upgrade is charged

And if you need a refresher we can open up the game event

Scene

And see right here we've got signal ability upgrades added

And that passing in the ability upgrade as well as the current upgrade

Diction

Which tells us what quantity

So if I go back to my place

I can in the ready

Connect to

So

Just above the update help display

Invocation here

I'm going to see a game event

Dart

Ability upgrades

Dartconnect

And I'm going to call this on

Ability upgrades

Let's go down and edit the very bad

Bank on ability upgrades

And we have our ability upgrade

Which is of type ability upgrades

And then we have our current upgrades

Which is of type diction

No probably not gonna use

The current upgrades at all

But that's fine we still need to specify it so the single emission works proper

And so what we going to do well it's very simple so recall that

If I go back

To my ex that trys

So because of the inheritance that's happening

In this script disability

My accent trys resource

Is

Type ability upgrades and ability at the same time

It's both of those

Ability is the more specific version

Better to use ing

But it also shares all the properties and

Turn off the ability up

So something really cool that we can do

Is if I go back

Clearscore

I can check if this ability upgrade is and a bill

So I can say if

Ability upgrades

Is

Ability

And that means that I have a new ability and that

Property that we expose the disability controller seem proper

I will be available to

Right so

I'm actually going to invade this and

If not ability upgrade is ability to let me know

It's just a normal ability

I'm going to return

So let me know don't do anything there's nothing I can do with

With disability badge

Since I know that this is now if it makes a pass the statement it's now going to be a type of

Then I can simply say ok

We're going to take this abilities note that we grab a reference to

And then we're going to add child

Ability

Upgrade

Start

And this is called the ability

Controller

Seemed

And if this until Santa is not popping up with this autocomplete is not popping up

Then what we can do as we can say ability

Is equal to ability upgrades

As able

And now when I reference ability in here

I can now reference that ability controller seeing in my suggestions

And then we're going to call

Dart instantiation on

Excel

And so what were you saying is if the type of upgrade coming in from that's from a global signal

Is of type of Bill

Then I'm going to go ahead and and we're gonna instantiated

And then another instance as a child to our ability

And save all went well

We should be able to pick the axe and then have it start working

Tails reacts

And there goes

So that's how we add

Abilities 2-hour upgrade options

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