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解放工厂

Coddy Roblox 游戏:工厂大亨 课程的第 20 课,共 22 课。

所有者离开时,他的工厂应该腾出来给下一位玩家使用:重置工厂,将认领垫恢复为绿色,并让告示牌显示原来的消息。这是 resetFactory 的第二种用法。

下一次认领时会出现一个问题。第一个投放器还留在工作区中,所以它原来的循环仍在运行,而认领操作又启动了它:两个循环,每秒产出两块矿石。解决方法是在投放器上做个标记,用一个属性表示循环正在运行:

if dropper:GetAttribute("Running") then
	return
end
dropper:SetAttribute("Running", true)

循环结束时,用 SetAttribute("Running", nil) 清除这个属性,这样投放器之后被移回游戏世界时就能再次启动。

challenge icon

挑战

困难

工厂所有者离开时,释放工厂。

  1. 在 PlayerRemoving 中,保存后,如果玩家是 owner:设置 owner = nil,调用 resetFactory(),将 tycoon.ClaimPad 设为绿色 Neon(Color3.fromRGB(46, 204, 113)),并在告示牌上恢复认领提示。
  2. 在 startDropper 中,如果掉落器的 Running 属性已设置,就返回;否则设置该属性,并在循环结束后清除它。

按“开始”并认领工厂:每个掉落器仍会每秒掉落一块矿石。然后按“检查”。

亲手试试

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local CollectionService = game:GetService("CollectionService")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local DataStoreService = game:GetService("DataStoreService")
local Settings = require(game.ReplicatedStorage.Settings)

local tycoon = workspace.Tycoon
local items = ServerStorage.TycoonItems
local rebirthPad = ServerStorage.RebirthPad
local factoryStore = DataStoreService:GetDataStore("Factory")
local owner = nil
local headline = "Step on the green pad to claim this factory"
local earned = 0

print("Ore is worth " .. Settings.OreValue .. " Cash")

-- 每位玩家的排行榜上都有 Cash 和 Rebirths
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local cash = Instance.new("IntValue")
	cash.Name = "Cash"
	cash.Parent = leaderstats

	local rebirths = Instance.new("IntValue")
	rebirths.Name = "Rebirths"
	rebirths.Parent = leaderstats

	-- 这位玩家上次的存档数据
	local ok, saved = pcall(function()
		return factoryStore:GetAsync(player.UserId)
	end)
	if ok and saved then
		cash.Value = saved.Cash or 0
		rebirths.Value = saved.Rebirths or 0
	end
end)

-- 工厂上方的标牌
local gui = Instance.new("SurfaceGui")
gui.Parent = tycoon.Sign

local signLabel = Instance.new("TextLabel")
signLabel.Name = "Status"
signLabel.Size = UDim2.fromScale(1, 1)
signLabel.BackgroundColor3 = Color3.fromRGB(25, 25, 35)
signLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
signLabel.TextScaled = true
signLabel.Text = "Step on the green pad to claim this factory"
signLabel.Parent = gui

local function setSign(text)
	signLabel.Text = text
end

-- Ore:从掉落器下方落下的小零件,价值为 Cash
local function dropOre(dropper)
	local ore = Instance.new("Part")
	ore.Name = "Ore"
	ore.Size = Vector3.new(1, 1, 1)
	ore.Color = Color3.fromRGB(150, 150, 160)
	ore.Position = dropper.Position - Vector3.new(0, 2.5, 0)
	ore:SetAttribute("Value", Settings.OreValue)
	if math.random() < Settings.GoldChance then
		ore.Color = Color3.fromRGB(255, 200, 40)
		ore.Material = Enum.Material.Neon
		ore:SetAttribute("Value", Settings.OreValue * 5)
	end
	ore.Parent = workspace
	Debris:AddItem(ore, 20)
end

local function startDropper(dropper)
	task.spawn(function()
		while dropper:IsDescendantOf(workspace) do
			dropOre(dropper)
			task.wait(Settings.DropInterval)
		end
	end)
end

-- 传送带会运走放在上面的东西
tycoon.Conveyor.AssemblyLinearVelocity = Vector3.new(Settings.BeltSpeed, 0, 0)

-- 收集器将矿石转换成 Cash
tycoon.Collector.Touched:Connect(function(hit)
	if hit.Name == "Ore" then
		local value = hit:GetAttribute("Value")
		hit:Destroy()
		if owner then
			value = math.floor(value * (1 + owner.leaderstats.Rebirths.Value * Settings.RebirthBonus))
			owner.leaderstats.Cash.Value += value
			earned += value
		end
	end
end)

-- 每块经过升级器的矿石,其价值都会翻倍一次
items.Upgrader.Touched:Connect(function(hit)
	if hit.Name == "Ore" and not hit:GetAttribute("Upgraded") then
		hit:SetAttribute("Upgraded", true)
		hit:SetAttribute("Value", hit:GetAttribute("Value") * 2)
		hit.Color = Color3.fromRGB(155, 89, 182)
	end
end)

-- 需要先建造其他物品的购买垫
local waiting = Instance.new("Folder")
waiting.Name = "WaitingPads"
waiting.Parent = ServerStorage

-- 已购买的购买垫,留到下次重生时使用
local bought = Instance.new("Folder")
bought.Name = "BoughtPads"
bought.Parent = ServerStorage

-- 新零件升起并就位
local function riseIn(part)
	local goal = part.Position
	local transparency = part.Transparency
	part.Position = goal - Vector3.new(0, 8, 0)
	part.Transparency = 1
	TweenService:Create(part, TweenInfo.new(1), { Position = goal, Transparency = transparency }):Play()
end

local function checkComplete()
	if #tycoon.Buttons:GetChildren() == 0 and #waiting:GetChildren() == 0 then
		headline = "Factory complete! Step on the purple pad to rebirth"
		setSign(headline)
		rebirthPad.Parent = tycoon
	end
end

-- 将购买的物品放进工厂
local function build(item)
	item.Parent = tycoon.Built
	if item:IsA("BasePart") then
		riseIn(item)
	end
	for _, part in item:GetDescendants() do
		if part:IsA("BasePart") then
			riseIn(part)
		end
	end
	if item:HasTag("Dropper") then
		-- 就位后开始掉落矿石
		task.delay(1, startDropper, item)
	end
	for _, pad in waiting:GetChildren() do
		if pad:GetAttribute("After") == item.Name then
			pad.Parent = tycoon.Buttons
		end
	end
	checkComplete()
end

-- 购买时:踏板消失,对应的物品建成
local function buy(pad, player)
	if player ~= owner or pad.Parent ~= tycoon.Buttons then
		return
	end
	local cash = player.leaderstats.Cash
	local price = pad:GetAttribute("Price")
	if cash.Value < price then
		return
	end
	cash.Value -= price
	pad.Parent = bought
	build(items:FindFirstChild(pad:GetAttribute("Item")))
end

for _, pad in tycoon.Buttons:GetChildren() do
	pad.Touched:Connect(function(hit)
		local player = Players:GetPlayerFromCharacter(hit.Parent)
		if player then
			buy(pad, player)
		end
	end)
end

-- 每个踏板上方都悬着价格标签
for _, pad in tycoon.Buttons:GetChildren() do
	local tag = Instance.new("BillboardGui")
	tag.Name = "PriceTag"
	tag.Size = UDim2.fromOffset(160, 40)
	tag.StudsOffset = Vector3.new(0, 3, 0)
	tag.Parent = pad

	local label = Instance.new("TextLabel")
	label.Size = UDim2.fromScale(1, 1)
	label.BackgroundColor3 = Color3.fromRGB(25, 25, 35)
	label.BackgroundTransparency = 0.2
	label.TextColor3 = Color3.fromRGB(255, 255, 255)
	label.TextScaled = true
	label.Text = pad:GetAttribute("Label") .. ": $" .. pad:GetAttribute("Price")
	label.Parent = tag
end

-- 开始时只显示第一批踏板
for _, pad in tycoon.Buttons:GetChildren() do
	if pad:GetAttribute("After") then
		pad.Parent = waiting
	end
end

-- 恢复空工厂:物品放回仓库,踏板回到原位
local function resetFactory()
	rebirthPad.Parent = ServerStorage
	for _, item in tycoon.Built:GetChildren() do
		item.Parent = items
	end
	for _, pad in bought:GetChildren() do
		if pad:GetAttribute("After") then
			pad.Parent = waiting
		else
			pad.Parent = tycoon.Buttons
		end
	end
end

rebirthPad.Touched:Connect(function(hit)
	local player = Players:GetPlayerFromCharacter(hit.Parent)
	if player and player == owner and rebirthPad.Parent == tycoon then
		resetFactory()
		player.leaderstats.Rebirths.Value += 1
		player.leaderstats.Cash.Value = 0
		headline = player.Name .. "'s Factory"
		setSign(headline)
	end
end)

-- 保存:Cash 和 Rebirths
local function saveFactory(player)
	local data = {
		Cash = player.leaderstats.Cash.Value,
		Rebirths = player.leaderstats.Rebirths.Value,
	}
	pcall(function()
		factoryStore:SetAsync(player.UserId, data)
	end)
end

-- 玩家离开时,保存其 Cash 和 Rebirths
Players.PlayerRemoving:Connect(function(player)
	saveFactory(player)
	-- 第 20 课:Free the Factory 的代码写在这里
end)

game:BindToClose(function()
	for _, player in Players:GetPlayers() do
		saveFactory(player)
	end
end)

-- 标牌每隔 5 秒显示一次厂主的收入
task.spawn(function()
	while true do
		task.wait(5)
		if owner then
			setSign(headline .. "\n$" .. math.floor(earned / 5) .. " a second")
		end
		earned = 0
	end
end)

-- 认领:第一个踩上踏板的玩家获得工厂
local claimPad = tycoon.ClaimPad
claimPad.Touched:Connect(function(hit)
	local player = Players:GetPlayerFromCharacter(hit.Parent)
	if player and not owner then
		owner = player
		claimPad.Color = Color3.fromRGB(120, 120, 120)
		claimPad.Material = Enum.Material.SmoothPlastic
		headline = player.Name .. "'s Factory"
		setSign(headline)
		for _, dropper in CollectionService:GetTagged("Dropper") do
			if dropper:IsDescendantOf(workspace) then
				startDropper(dropper)
			end
		end
	end
end)

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