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机器人登场

Coddy Roblox 游戏:竞技场对战 课程的第 16 课,共 25 课。

现在来添加一个对手。Bot 是 ServerStorage.Bot 中的一个模型,带有 Humanoid。把它克隆到红色垫子上,使用 Settings 中的数值,并像假人一样添加一个生命值条。

Roblox 会让附近玩家的客户端运行未锚定模型的物理模拟,因此在模型上调用服务器端函数(例如 ApplyImpulse)不会产生任何效果。你的重击会从服务器端把 Bot 击退,所以 Bot 进入 workspace 后,要让它的物理模拟始终由服务器处理:

crate.Parent = workspace
crate:SetNetworkOwner(nil)
challenge icon

挑战

困难

在竞技场中放置一个机器人。

  1. 添加 local bots = workspace.Bots。编写 spawnBot():克隆 ServerStorage.Bot,放在 workspace.BotSpawn 上方 3 studs 处;将 MaxHealth 和 Health 设为 Settings.BotHealth,将 WalkSpeed 设为 Settings.BotSpeed。
  2. 将它设为 bots 的子对象,然后调用 bot.HumanoidRootPart:SetNetworkOwner(nil)。
  3. 在 HealthChanged 时调整 bot.HealthBar.Back.Fill 的大小,和训练假人一样。调用 spawnBot()。

按“开始”:一个红色机器人会站在红色垫子上。然后按“检查”。

亲手试试

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local lastSwing = {} -- 玩家 → 上次挥剑的时间
local combo = {} -- 玩家 → { 连续命中次数,上次命中的时间 }

-- Roblox 自带的剑术动画
local slash = Instance.new("Animation")
slash.AnimationId = "rbxassetid://522635514"
local lunge = Instance.new("Animation")
lunge.AnimationId = "rbxassetid://522638767"

print("Swords deal " .. Settings.SwordDamage .. " damage")

-- 在被击中者头顶短暂显示的伤害数字
local function damageNumber(character, amount)
	local root = character:FindFirstChild("HumanoidRootPart")
	if not root then
		return
	end
	local tag = Instance.new("BillboardGui")
	tag.Name = "Damage"
	tag.Size = UDim2.fromOffset(60, 30)
	tag.StudsOffset = Vector3.new(0, 4.5, 0)
	tag.Adornee = root
	local text = Instance.new("TextLabel")
	text.Size = UDim2.fromScale(1, 1)
	text.BackgroundTransparency = 1
	text.TextColor3 = Color3.fromRGB(255, 220, 80)
	text.TextScaled = true
	text.Text = "-" .. math.round(amount)
	text.Parent = tag
	tag.Parent = character
	Debris:AddItem(tag, 0.8)
end

-- 游戏中的每次命中都由这里处理
local function hurt(humanoid, amount)
	if humanoid.Health <= 0 then
		return
	end
	local character = humanoid.Parent
	-- 格挡能抵消大部分伤害
	if character:GetAttribute("Blocking") then
		amount *= Settings.BlockMultiplier
	end
	humanoid:TakeDamage(amount)
	damageNumber(character, amount)
end

-- 眩晕会让人暂时无法移动
local function stun(humanoid)
	local character = humanoid.Parent
	if character:GetAttribute("Stunned") then
		return
	end
	character:SetAttribute("Stunned", true)
	print(character.Name .. " is stunned")
	local speed = humanoid.WalkSpeed
	humanoid.WalkSpeed = 0
	task.delay(Settings.StunTime, function()
		if character.Parent then
			humanoid.WalkSpeed = speed
			character:SetAttribute("Stunned", nil)
		end
	end)
end

-- 挥剑:先播放动画,再击中你前方范围内的所有人
local function swing(player)
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or character.Humanoid.Health <= 0 then
		return
	end
	local now = time()
	if lastSwing[player] and now - lastSwing[player] < Settings.SwingCooldown then
		return
	end
	lastSwing[player] = now
	-- 连续挥剑三次形成连击;第三次是突刺
	local c = combo[player]
	if c and now - c.last <= Settings.ComboWindow then
		c.count = c.count % 3 + 1
	else
		c = { count = 1 }
		combo[player] = c
	end
	c.last = now
	local finisher = c.count == 3
	character.Humanoid.Animator:LoadAnimation(finisher and lunge or slash):Play()
	-- 你前方的范围,不包括你自己
	local params = OverlapParams.new()
	params.FilterDescendantsInstances = { character }
	local box = root.CFrame * CFrame.new(0, 0, -3)
	local hit = {} -- 每次挥剑对每个 humanoid 只命中一次
	for _, part in workspace:GetPartBoundsInBox(box, Settings.HitboxSize, params) do
		local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
		if humanoid and not hit[humanoid] then
			hit[humanoid] = true
			hurt(humanoid, Settings.ComboDamage[c.count])
			if finisher then
				stun(humanoid)
			end
		end
	end
end

-- 按名称列出各个技能的作用
local abilities = {}

-- 玩家自己的设备控制角色移动,所以冲刺也在那里执行。
function abilities.Dash(player)
	remotes.Ability:FireClient(player, "Dash")
end

-- 你周围的所有人都会受到攻击,并被击飞。
function abilities.Slam(player, character, root)
	local params = OverlapParams.new()
	params.FilterDescendantsInstances = { character }
	local hit = {}
	for _, part in workspace:GetPartBoundsInRadius(root.Position, Settings.SlamRadius, params) do
		local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
		local theirRoot = part.Parent:FindFirstChild("HumanoidRootPart")
		if humanoid and theirRoot and not hit[humanoid] then
			hit[humanoid] = true
			hurt(humanoid, Settings.SlamDamage)
			local away = (theirRoot.Position - root.Position) * Vector3.new(1, 0, 1)
			if away.Magnitude > 0 then
				away = away.Unit
			end
			theirRoot:ApplyImpulse((away * Settings.SlamKnockback + Vector3.new(0, 40, 0)) * theirRoot.AssemblyMass)
		end
	end
end

function abilities.Block(player, character)
	character:SetAttribute("Blocking", true)
	task.delay(Settings.BlockTime, function()
		if character.Parent then
			character:SetAttribute("Blocking", nil)
		end
	end)
end

-- 客户端按名称请求使用技能。服务器会检查:技能是否存在、
-- 玩家是否还活着,以及冷却是否结束。技能再次可用的时间
-- 会作为玩家的属性保存,方便在屏幕上显示。
remotes.Ability.OnServerEvent:Connect(function(player, name)
	if typeof(name) ~= "string" or not abilities[name] then
		return
	end
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or character.Humanoid.Health <= 0 then
		return
	end
	local now = workspace:GetServerTimeNow()
	if now < (player:GetAttribute(name .. "ReadyAt") or 0) then
		return
	end
	player:SetAttribute(name .. "ReadyAt", now + Settings.Cooldowns[name])
	abilities[name](player, character, root)
end)

-- 每位玩家每次重生都会获得一把剑。
Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function()
		local sword = ServerStorage.Sword:Clone()
		sword.Parent = player.Backpack
		sword.Activated:Connect(function()
			swing(player)
		end)
	end)
end)

-- 训练假人:它的生命条会随生命值变化。被击败后,
-- 假人会在片刻后以全新的副本出现在原处。
local function setupDummy(dummy)
	local humanoid = dummy.Humanoid
	humanoid.HealthChanged:Connect(function(health)
		dummy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / humanoid.MaxHealth, 1)
	end)
	humanoid.Died:Connect(function()
		local spot = dummy:GetPivot()
		task.wait(0.5)
		dummy:Destroy()
		task.wait(Settings.DummyRespawn)
		local fresh = ServerStorage.Dummy:Clone()
		fresh:PivotTo(spot)
		fresh.Parent = workspace
		setupDummy(fresh)
	end)
end
setupDummy(workspace.Dummy)

-- 第 16 课:机器人登场,代码写在这里。

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