All language subtitles for 38. Animating Enemy Death

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Original subtitles

What's continue work on our death component so that we can

Use it to show when the rat dies

What's going to open up for desk components

And

In here let's go ahead and add a script to it

What's export

A variable

Cold health component

And it's going to be of type node

And then in our ready message

Let's do a health component

Died

Dartconnect

On died

And then let's write that method as well

Funk on

What's Right pass in here for now

So it's like that animationplayer and we actually got to go to work default animation here and we're going to uncheck

AutoPlay on load

Because we don't want this to happen so what is centrally we're gonna do

Is we are going to win

The

Health component in with the Dead signal

We're going to do

Show me the colours my enemies

Take this debt company

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We're going to remove it

From

The scene tree and we're gonna put it back in the same tree somewhere else probably on the end

So we're going to say

Get parent

Start removechild

Self

So that's going to do is asking a good parent and it's going to say remove mice

First before we do that we won't get a reference

Two of the same tree so I'm going to save our tree

Is equal to

Treat

Calories in you have to do this because once you've removed yourself

From the same tree

You will not be able to call get tree anymore because it's not in the tree

So if we get a reference to the tree before we remove ourselves from the tree

Then we'll still be able to do operate

Install the tree

And then we're going to say

Get the parent and then remove the child which is our self

And then we get there so the layer the entities later so

Let's go back to our main real quick and then let's click on his Anthony's Leigh

And go to the note app

Add two groups from there and we can see that

The entities is a member of the entities

So in our gas component on died

Let's save our entities is equal to

Tree

Get first node in group entities

Leia

Just like so

Everyone into we could actually move this line up with alt and Andy up arrow

And then we don't need this variable any

So we're going to remove that

And then again

The little B

So grabbing a reference

Anthonys way

Removing yourself in the mirror entities

Start and Child

And self is just a reference to the current

The Script

Ok

And then we need a play the animation player so we're going to

After that

2 dollar sign animation player dot

Play

D4

So we play the diff

Animation

Election be all the way in

Now there is the issue of setting the

Texture

Appropriate for

The enemy

In the GPU particles 2D

Until the way that we can handle that is let's go ahead and export

Another very lot of time

Call

Spray

And we're going to set that

Type of spray

2D animal is on the ready method what we're going to do is

Create a reference to that GPU particles 2D

Set the texture property equal to

Sprouts

So essentially just going to grab the texture from the

And save

Our text her for the

Portugal

That's sure as long as we supply the sprite

That should

Keep it in sync with the enemy Vision

Let's go to our basic enemy seems or control shift out open up the basic enemy

And we need to go to the 2D

You just so we can see what's going on

Enclose the animation tab if you want at the bottom

When I Institute a child scene

Under the basic anime

The death component

I'm going to put this death component

Basically just above the heart box component here

And then we need to drag in our health component

And then we need a dragon H Sprite as

Ok

So if all went well we should start seeing in animation

Play so that particle animation play

When a

Rat

Ok so we're not saying anything and the reason is because

We're not setting the position

Of this death camp

So let's go back to the death component

And open up that's

And we need to set

The global position

Equal to

The

Rats global

So

In the on died before we do anything

In terms of the tree manipulation

We want to get the Owners Club will position

So essentially we're going to save our

Spawn position

Is he good to

Moana

Global position

And again we are making some assumptions here

Branston's that we have an owner and that the owner is allowed to die

We could do some defensive programming here if we wanted so we could say if owner is he got to know

Or

Not

Moana

Is

No today

Then we'll just return

And not do any

Ok so that's a few check out the way

Respond position is equal to the owner global position

Ok and then

After we

Add a child

Back

So average ourselves back to the Ender Slayer

We're going to say

Global underscore

Is equal to spawn position

And then we can play that enemy

So let's run and see now if we're going to see that

And there go

She now then

The rats are flying up into the air

When they die

Nrv

Comedic

Fashion

And that's looking really good I can I'm really happy without it turned out

And the beauty of this is that this is generic so that we can use this

Hello everyone

So that's working as intended now

Let's make a couple of

To the particle itself so in the death component open at the GP Partick

Let's change the lifetime 2.5

And I'm going to go to gym

And whatever testing you can turn off

One shot here

And turn on in middle

So we can see what's happening

So I want to make this feel little bit more snappy so I

Turning the lifetime down 2.5 seconds here

I'm going to open the particles process

Material here

And I'm going to change

The gravity

I'm gonna bump this up to something like seven hundred

Search much snap your I might even go 800 year

800 gravity

And then we can bump up the velocity minimum 2 something like 175

Another lasting maximum can be something like three hundred

Because we're dealing with such a strong gravity

We can do a higher initial

We have to do higher initial

Everlasting Max tu250x

Just because it's going a little bit too high

Angular velocity

I'm actually going to increase that angular velocity

As well

So

For this last minimum

Let's multiply this by 2 and you can actually type mathematical expressions in his property

So if I want to get twice the amount of 70

I can say x 2

And then I can do the same

In here

Ok now before we Run the game

Co-op collapse of particles process material make sure you turn one shot back on

And then we can go out at

Play and see what's going on

Salads looking a lot

Nicer we don't have such an a bra

Disappearance of

The entities when they're dying

I just feel generally more satisfying

What is the difference in good shape now there is one minor thing that I'm noticing which is that we did not make

Rat face the correct Direction when

Walking

So let's handle that

So that we can wrap up

The work that we need to do on the rap for now

So I'm going to go to the basic enemy

Scene

Open up the sky

And we have our vision

Was here

And so we want to grab a reference for those visuals on ready so we can still there

In the same way that was killing the player so far

So unread evar

Visuals

Is equal to

Dollar sign visuals for the short hair

And it's going to be very simple what we do here

It's going to be the same thing as we did

The player we're going to save our

Move sign is equal to and we're gonna use sign

Velocity

And I'm going to say if move sign is equal to

Let's do something different is not equal to zero

Then we're going to set the visuals

Start scale

Is equal to

Vector2

Move sign and then one

We may need to negate this actually because the rat is actually facing to the

By The Fall

So let's do negative move sign

Learning to flip around the other way

LFC of death work

Open I did this wrong they should be signed velocity

X we can I take the sign

A vector needs to be the sign of a floating into

Ok so what's your head and Run the game again

Add now or

Should be

Facing in the direction that they are moving

And we might as well make this

Same logic improvement to the player so go ahead and open up your players name

Open up that script

In here we have this if move sign equals 0

Isis change this to if move sign is not equal to zero

And then delete

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This line and also the else

So we're only going to set the visual scale if the move sign

Is not equal to zero and that means that if we stop moving it's just going to use the

Scale another word for started

Star Player should still be facing left when we stop moving

That's the day

Component and the enemy movement

Finished

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