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Coddy Roblox 游戏:逃离黑暗 课程的第 7 课,共 25 课。

每扇门都会增加一个房间,而且房间不会消失:长时间运行会让游戏里堆满玩家再也看不到的房间。保留最新的房间及其前面的 Settings.KeepRooms 个房间,并销毁其余房间:

for _, old in rooms:GetChildren() do
	local number = old:GetAttribute("Number")
	if number < count - Settings.KeepRooms then
		old:Destroy()
	end
end

大厅是房间 0,所以玩家走得足够远、越过雾区后,大厅也会被销毁。输出窗口中的一条打印信息会显示每个房间被销毁的情况。

challenge icon

挑战

中等

移除再也没人会看到的房间。

  1. 在 addRoom 的末尾、返回之前,遍历 rooms:GetChildren()。
  2. 对于 Number 小于 count - Settings.KeepRooms 的每个房间:打印 "Room " .. number .. " is gone",然后销毁它。

按下 “开始” 并打开四扇门:输出中会显示 Room 0 is gone。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

local addRoom -- 下面会编写:开门时添加一个房间,每个房间都有一扇门

-- 玩家开门时会发生什么
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:它会成为玩家的 Room 和复活点
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)
	-- 第 7 课:在这里编写整理代码
	return room
end

-- 每位玩家:排行榜上显示 Room,每次重生都获得一个手电筒
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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