重生
Coddy Roblox 游戏:工厂大亨 课程的第 16 课,共 22 课。
重生会让已经建好的工厂恢复初始状态,并给予永久奖励。玩家会一遍又一遍地追求重生:它能让大亨游戏在最后一个垫子之后继续进行。
重新开始意味着把所有东西都恢复原位:将每个已建造的物品放回 ServerStorage,并将每个已购买的垫子放回原来的位置(供出售,或者在有 After 时等待)。所以已购买的垫子是被移动了,而不是被销毁:它们现在会被移到一个名为 BoughtPads 的文件夹中,这样重置时就能找到它们。
for _, item in tycoon.Built:GetChildren() do
item.Parent = items
end之后还会再次需要重置(所有者离开时),所以它被单独写成一个函数 resetFactory()。重生垫会调用它,将新的 Rebirths 统计值加 1,并将 Cash 重置为 0。移回存储区的投放器会自行停止:只有当它们位于工作区时,循环才会运行。
挑战
困难用已建成的工厂换取重新开始的机会。
- 将
Rebirths添加到 leaderstats;buy会把垫子移入 ServerStorage 文件夹BoughtPads(bought)。 resetFactory():将重生垫和已建成的物品移回存储区,将已购买的垫子移回tycoon.Buttons(如果有 After 属性,则移入waiting)。- 工厂所有者触碰
tycoon中的重生垫时:重置工厂,Rebirths + 1,Cash 设为 0。
点击“开始”,完成工厂并重生:工厂会清空,Rebirths 显示为 1。然后点击“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 Settings = require(game.ReplicatedStorage.Settings)
local tycoon = workspace.Tycoon
local items = ServerStorage.TycoonItems
local rebirthPad = ServerStorage.RebirthPad
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
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
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
-- 矿石:从掉落器下方落下的小零件,可以换取 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
-- 传送带会运送上面的物品
tycoon.Conveyor.AssemblyLinearVelocity = Vector3.new(Settings.BeltSpeed, 0, 0)
-- 收集器把矿石转化为 Cash
tycoon.Collector.Touched:Connect(function(hit)
if hit.Name == "Ore" then
local value = hit:GetAttribute("Value")
hit:Destroy()
if owner then
owner.leaderstats.Cash.Value += value
earned += value
end
end
end)
-- 升级器会将每块经过的矿石的价值翻倍,每块只升级一次
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)
-- 等待其他物品先建成的踏板
local waiting = Instance.new("Folder")
waiting.Name = "WaitingPads"
waiting.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
-- 把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: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 = ServerStorage
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
-- 每个踏板上方都悬浮着价格标签
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") .. ": $" .. pad:GetAttribute("Price")
label.Parent = tag
end
-- 开始时只显示最初的踏板
for _, pad in tycoon.Buttons:GetChildren() do
if pad:GetAttribute("After") then
pad.Parent = waiting
end
end
-- 第 16 课:在这里添加重生功能
-- 告示牌每隔 5 秒显示一次工厂主人的收入
task.spawn(function()
while true do
task.wait(5)
if owner then
setSign(headline .. "\n$" .. math.floor(earned / 5) .. " a second")
end
earned = 0
end
end)
-- 认领:第一个踩上踏板的玩家成为工厂主人
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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