击晕
Coddy Roblox 游戏:竞技场对战 课程的第 14 课,共 25 课。
连招中的突进会击晕目标:目标会僵住 Settings.StunTime 的时长。WalkSpeed 为 0 的 Humanoid 无法行走;击晕时会记住它原来的速度,并在之后恢复该速度。
Stunned 属性用于标记被击晕的对象。第 4 章中的机器人会读取它来停止攻击,它还能防止第二次击晕把 0 保存为之后要恢复的速度:
if character:GetAttribute("Stunned") then
return
end挑战
中等连击的突刺会使目标无法行动。
- 在
swing上方,编写stun(humanoid):如果角色处于Stunned状态,就返回;否则,将Stunned设为 true,执行print(character.Name .. " is stunned"),保存角色的WalkSpeed,并将其设为 0。 - 经过
Settings.StunTime后,恢复速度并清除Stunned。 - 在
swing中,第三次命中时使目标无法行动。
按下“开始”,对训练假人打出一套连击:输出中会显示 Dummy is stunned。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 remotes = game.ReplicatedStorage.Remotes
local lastSwing = {} -- player:上次挥剑的时间
local combo = {} -- player:{ 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")
-- 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
-- 格挡会抵消大部分伤害
if character:GetAttribute("Blocking") then
amount *= Settings.BlockMultiplier
end
humanoid:TakeDamage(amount)
end
-- 第 14 课:在这里加入眩晕效果
-- 挥剑:先播放动画,再击中你前方判定框内的所有目标
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 3 次形成连击;第 3 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()
-- 判定框位于你前方,不会包含你自己的身体
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])
end
end
end
-- 按名称列出的技能:每个技能的作用
local abilities = {}
-- 玩家的设备负责移动自己的角色,所以冲刺也在设备上执行
function abilities.Dash(player)
remotes.Ability:FireClient(player, "Dash")
end
-- 你周围的所有人都会被击中,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,以及技能冷却是否结束。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,
-- 它会在原地以全新副本的形式重新出现。
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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