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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
challenge icon

挑战

中等

连击的突刺会使目标无法行动。

  1. 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。
  2. 经过 Settings.StunTime 后,恢复速度并清除 Stunned。
  3. 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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