向服务器发出请求
Coddy Roblox 游戏:竞技场对战 课程的第 6 课,共 25 课。
技能从玩家的设备端开始。BattleClient 是 HUD 中的一个 LocalScript。ContextActionService 会将一个操作绑定到按键;将 true 设为第三个参数后,它还会在手机屏幕上为这个操作添加一个按钮:
ContextActionService:BindAction("Wave", use, true, Enum.KeyCode.T)这个函数会获取操作的名称和输入状态。当按键按下时,状态为 Begin。规则由服务器负责,因此客户端只会通过 RemoteEvent Remotes.Ability 发出请求。在服务器上,OnServerEvent 会接收这个事件,Roblox 会将触发事件的玩家作为第一个参数传入:
remotes.Ability.OnServerEvent:Connect(function(player, name)
print(name .. " from " .. player.Name)
end)挑战
中等让 Q 向服务器请求冲刺。
- 在
BattleClient中,编写use(name, state):当状态为Enum.UserInputState.Begin时,调用remotes.Ability:FireServer(name)。 - 绑定它:
ContextActionService:BindAction("Dash", use, true, Enum.KeyCode.Q)。 - 在
BattleServer中,将remotes.Ability.OnServerEvent连接到print(player.Name .. " asked for " .. name)。
按“开始”,然后按 Q:输出会显示 Player1 asked for Dash。然后按“检查”。
亲手试试
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
local lastSwing = {} -- player -> 上次挥剑的时间
-- Roblox 自带的剑术动画
local slash = Instance.new("Animation")
slash.AnimationId = "rbxassetid://522635514"
print("Swords deal " .. Settings.SwordDamage .. " damage")
-- 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
character.Humanoid.Animator:LoadAnimation(slash):Play()
-- 你前方的判定范围,不包括你自己的身体
local params = OverlapParams.new()
params.FilterDescendantsInstances = { character }
local box = root.CFrame * CFrame.new(0, 0, -3)
local hit = {} -- 每次挥剑只击中每个 humanoid 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
humanoid:TakeDamage(Settings.SwordDamage)
print(humanoid.Parent.Name .. " is at " .. humanoid.Health)
end
end
end
-- 每个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)
-- 训练假人的血条会随生命值变化;被击败后,
-- 假人过一会儿会在原地以全新的副本重新出现
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)
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