Menu
CoddyTech

击退

Coddy Roblox 游戏:竞技场对战 课程的第 11 课,共 25 课。

猛击应该把被击中的目标击飞。对根部件调用 ApplyImpulse,就能推动整个身体。冲量等于速度变化乘以质量,所以乘以 AssemblyMass 后,无论装配体轻重,击飞效果都一样:

theirRoot:ApplyImpulse((away * 30 + Vector3.new(0, 20, 0)) * theirRoot.AssemblyMass)

away 指向从你到对方的方向,并且贴着地面:用对方的位置减去你的位置,将 Y 设为 0,然后用 .Unit 将长度设为 1。

challenge icon

挑战

中等

让猛击把它击中的所有人都击飞。

  1. 在 abilities.Slam 中,hurt 之后添加:local away = (theirRoot.Position - root.Position) * Vector3.new(1, 0, 1),然后如果它的 Magnitude 大于 0,就添加 away = away.Unit。
  2. 然后添加 theirRoot:ApplyImpulse((away * Settings.SlamKnockback + Vector3.new(0, 40, 0)) * theirRoot.AssemblyMass)。

按“开始”,在两个红色人偶之间走动,然后按 E:它们会飞向两边。然后点击“检查”。

亲手试试

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

local remotes = game.ReplicatedStorage.Remotes
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")

-- 游戏中的每次命中都在这里处理
local function hurt(humanoid, amount)
	if humanoid.Health <= 0 then
		return
	end
	local character = humanoid.Parent
	humanoid:TakeDamage(amount)
end

-- 挥剑:先播放动画,再击中你面前判定框内的所有人
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()
	-- 你面前的判定框,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,每个人形角色只命中一次
	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.SwordDamage)
		end
	end
end

-- 按名称列出各个技能及其作用
local abilities = {}

-- 玩家自己的设备负责移动角色,所以冲刺也在那里执行
function abilities.Dash(player)
	remotes.Ability:FireClient(player, "Dash")
end

-- 击中你周围的所有人
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)
			-- 第 11 课:在这里添加击退效果
		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、
-- 玩家是否存活,以及冷却时间是否结束。技能再次可用的时间
-- 是玩家的一个属性,这样就能显示在玩家的屏幕上。
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:血条会随生命值变化。被击败后,
-- 假人过一会儿会在原地重新出现,成为一个全新的副本
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)

Roblox 游戏:竞技场对战中的所有课

自己练习: Roblox 在线编辑器