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怪物来了

Coddy Roblox 游戏:逃离黑暗 课程的第 9 课,共 25 课。

现在来看怪物。ServerStorage.Shadow 是一个高大的黑色模型,带有 Humanoid,因此它会像任何 NPC 一样使用 Humanoid:MoveTo 行走。

当房间 Settings.MonsterFrom(4)打开时,怪物会从玩家身后进入:出现在最新房间往前数第二个房间的入口处。通过遍历房间,可以根据它的 Number 找到那个房间:

for _, room in rooms:GetChildren() do
	if room:GetAttribute("Number") == count - 2 then
		behind = room
	end
end

模型的枢轴位于中间,因此它会移动到入口上方 3.1 个 studs 处,站在地板上。它的 Humanoid 的 WalkSpeed 会设为 Settings.MonsterSpeed 的速度。

challenge icon

挑战

中等

怪物会从你身后出现。

  1. 在顶部添加 local monster = nil。
  2. 在 addRoom 上方编写 spawnMonster():将 ServerStorage.Shadow 克隆到 monster,位置设为房间 count - 2 的 Entrance.CFrame + Vector3.new(0, 3.1, 0);WalkSpeed 设为 Settings.MonsterSpeed;将它的父级设为 workspace。
  3. 在 addRoom 中,当 count == Settings.MonsterFrom 时调用它。

按下“开始”并通过第 3 个房间:Shadow 会站在你身后两间房的位置。然后按“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")

-- 玩家携带的工具:拿在手里,或放在 Backpack 中
local function findTool(player, name)
	return (player.Character and player.Character:FindFirstChild(name)) or player.Backpack:FindFirstChild(name)
end

-- 让门绕着铰链旋转打开
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

-- 第 9 课:The Monster Comes 的内容写在这里

local addRoom -- 下面会编写:门会添加房间,房间里也有门

-- 玩家开门时,门会执行的操作
local function setupDoor(door)
	door.Panel.Prompt.Triggered:Connect(function(player)
		if door:GetAttribute("Open") then
			return
		end
		if door:GetAttribute("Locked") then
			local key = findTool(player, "Key")
			if not key then
				return
			end
			key:Destroy()
			door:SetAttribute("Locked", nil)
		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 和重生点
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一个新房间
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)
	-- 上锁的房间里放着钥匙
	local keySpot = room:FindFirstChild("KeySpot")
	if keySpot then
		local key = ServerStorage.Key:Clone()
		key.Handle.CFrame = keySpot.CFrame
		key.Parent = room
		key.Handle.Prompt.Triggered:Connect(function(player)
			key.Handle.Prompt.Enabled = false
			key.Parent = player.Backpack
		end)
	end
	-- 保留最新的房间,以及它后面的 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

-- 每个玩家:排行榜上都有 Room,每次重生都会获得手电筒
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)

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