钥匙和锁
Coddy Roblox 游戏:逃离黑暗 课程的第 8 课,共 25 课。
有些房间是锁着的(Locked 模板):它们的门有 Locked 属性,钥匙在房间里的某个 KeySpot。钥匙是一个 Tool;按下它的提示后,钥匙就会放进玩家的 Backpack。
只有携带钥匙的玩家才能打开锁着的门,钥匙可以拿在手上(在角色身上),也可以放在 Backpack 里。开门时会消耗钥匙:
local key = findTool(player, "Key")
if not key then
return
end
key:Destroy()
door:SetAttribute("Locked", nil)挑战
中等找到对应的钥匙后,才能打开锁着的门。
findTool(player, name):工具在玩家的 Character 中,否则就在 Backpack 中。addRoom会在带有KeySpot的房间中放入一个ServerStorage.Key的克隆:key.Handle.CFrame = keySpot.CFrame。- 它的
Handle.Prompt会关闭,并将钥匙移到玩家的 Backpack 中。 - 在
setupDoor中,带有Locked属性的门需要钥匙:销毁钥匙,并清除Locked。
点击“开始”并到达第 3 个房间:那里有一扇需要钥匙才能打开的门。然后点击“检查”。
亲手试试
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Lighting = game:GetService("Lighting")
local TweenService = game:GetService("TweenService")
local Settings = require(game.ReplicatedStorage.Settings)
local rooms = workspace.Rooms
local lastRoom = rooms.Lobby -- 最新的房间
local count = 0 -- 目前已创建的房间数
-- 夜幕降临:没有阳光,四处只有微光,还有雾
Lighting.ClockTime = Settings.ClockTime
Lighting.Ambient = Settings.Ambient
Lighting.OutdoorAmbient = Settings.Ambient
Lighting.FogColor = Color3.new(0, 0, 0)
Lighting.FogEnd = Settings.FogEnd
print("Lights out")
-- 让门绕着铰链转开
local function openDoor(door)
door:SetAttribute("Open", true)
door.Panel.Prompt.Enabled = false
local hinge, panel = door.Hinge, door.Panel
local goal = hinge.CFrame * CFrame.Angles(0, math.rad(90), 0) * hinge.CFrame:ToObjectSpace(panel.CFrame)
TweenService:Create(panel, TweenInfo.new(0.6), { CFrame = goal }):Play()
end
local addRoom -- 下面定义:一扇门会添加一个房间,而房间里也有一扇门
-- 玩家开门时,门会做什么
local function setupDoor(door)
door.Panel.Prompt.Triggered:Connect(function(player)
if door:GetAttribute("Open") then
return
end
if door.Parent == lastRoom then
addRoom()
end
openDoor(door)
end)
end
setupDoor(workspace.Rooms.Lobby.Door)
-- 走进房间时:它会成为玩家的 Room,也是玩家的重生点
local function setupEntry(room)
room.Entry.Touched:Connect(function(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player then
local number = room:GetAttribute("Number")
player.leaderstats.Room.Value = number
player.RespawnLocation = room.Checkpoint
end
end)
end
setupEntry(workspace.Rooms.Lobby)
-- 在最新房间的出口处添加新房间
function addRoom()
count += 1
local name = Settings.Order[(count - 1) % #Settings.Order + 1]
if count >= Settings.RoomsToEscape then
name = "Exit"
end
local room = ServerStorage.Rooms[name]:Clone()
room:PivotTo(lastRoom.Exit.CFrame)
room:SetAttribute("Number", count)
room.Sign.SurfaceGui.Number.Text = "Room " .. count
room.Parent = rooms
lastRoom = room
setupDoor(room.Door)
setupEntry(room)
-- 第 8 课:钥匙与锁的内容写在这里
-- 保留最新房间及其后面的 KeepRooms 个房间
for _, old in rooms:GetChildren() do
local number = old:GetAttribute("Number")
if number < count - Settings.KeepRooms then
print("Room " .. number .. " is gone")
old:Destroy()
end
end
return room
end
-- 每位玩家:排行榜上显示 Room,每次重生都获得手电筒
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local room = Instance.new("IntValue")
room.Name = "Room"
room.Parent = leaderstats
player.CharacterAdded:Connect(function()
local flashlight = ServerStorage.Flashlight:Clone()
flashlight.Parent = player.Backpack
local beam = flashlight.Handle.Beam
flashlight.Activated:Connect(function()
beam.Enabled = not beam.Enabled
end)
end)
end)
这节课包含一个小测验。开始学习即可作答,并记录你的进度。
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