领取时重建
Coddy Roblox 游戏:工厂大亨 课程的第 22 课,共 22 课。
最后一步:当回归的所有者认领工厂时,所有已保存的物品会一次性重建(不会升起,因为他们已经见过它),它的垫子会加入 BoughtPads。按保存的顺序重建,就能一路解锁正确的垫子,因为 build 已经会这样做。
可选参数会改变函数的行为:build(item, true) 会传入 instant,而普通的 build(item) 会让它保持 nil,这相当于 false。
Factory Tycoon 到这里就完成了。让它成为你的作品:添加一个物品(在 ServerStorage.TycoonItems 中放置一个模型,再添加一个带有 Item、Label、Price 和 After 的垫子),调整垫子和设置中的价格,然后使用另存为项目来分享你的工厂。
挑战
困难认领工厂后,重建已保存的工厂。
- 给
build添加一个instant参数:当它为 true 时,不播放升起动画,并立即启动投放器。 - 编写
findPad(itemName):查找tycoon.Buttons或waiting中Item属性为 itemName 的按钮。 - 认领时,在 pcall 中用
GetAsync读取玩家的存档;对于Built中的每个名称,将对应按钮移到bought,并调用build(item, true)。
按“开始”,完成建造后按“停止”,再按“开始”并认领工厂:之前建造的内容都会恢复。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
-- 这位玩家上次拥有的数据
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
-- 矿石:从投放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
-- 无论启动多少次,投放器都只运行一个循环
local function startDropper(dropper)
if dropper:GetAttribute("Running") then
return
end
dropper:SetAttribute("Running", true)
task.spawn(function()
while dropper:IsDescendantOf(workspace) do
dropOre(dropper)
task.wait(Settings.DropInterval)
end
dropper:SetAttribute("Running", nil)
end)
end
-- 传送带运送上面的物品
tycoon.Conveyor.AssemblyLinearVelocity = Vector3.new(Settings.BeltSpeed, 0, 0)
-- 收集器将矿石变成 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)
-- 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)
-- 等待先建造对应物品的踏板
local waiting = Instance.new("Folder")
waiting.Name = "WaitingPads"
waiting.Parent = ServerStorage
-- 已购买的踏板,留待下一次重生
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
-- 放到位后开始掉落矿石
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 = 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") .. ": $" .. pad:GetAttribute("Price")
label.Parent = tag
end
-- 开始时只显示第一批踏板
for _, pad in tycoon.Buttons:GetChildren() do
if pad:GetAttribute("After") then
pad.Parent = waiting
end
end
-- 恢复为空工厂:物品放回仓库,踏板回到原位
local function resetFactory()
rebirthPad.Parent = ServerStorage
for _, item in tycoon.Built:GetChildren() do
item.Parent = items
end
for _, pad in bought:GetChildren() do
if pad:GetAttribute("After") then
pad.Parent = waiting
else
pad.Parent = tycoon.Buttons
end
end
end
rebirthPad.Touched:Connect(function(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player and player == owner and rebirthPad.Parent == tycoon then
resetFactory()
player.leaderstats.Rebirths.Value += 1
player.leaderstats.Cash.Value = 0
headline = player.Name .. "'s Factory"
setSign(headline)
end
end)
-- 保存:Cash、Rebirths 和工厂主建造的物品
local function saveFactory(player)
local data = {
Cash = player.leaderstats.Cash.Value,
Rebirths = player.leaderstats.Rebirths.Value,
}
if player == owner then
data.Built = {}
for _, item in tycoon.Built:GetChildren() do
table.insert(data.Built, item.Name)
end
end
pcall(function()
factoryStore:SetAsync(player.UserId, data)
end)
end
-- 工厂主离开时,保存工厂,其他玩家可以再次认领
Players.PlayerRemoving:Connect(function(player)
saveFactory(player)
if player == owner then
owner = nil
resetFactory()
tycoon.ClaimPad.Color = Color3.fromRGB(46, 204, 113)
tycoon.ClaimPad.Material = Enum.Material.Neon
headline = "Step on the green pad to claim this factory"
setSign(headline)
end
end)
game:BindToClose(function()
for _, player in Players:GetPlayers() do
saveFactory(player)
end
end)
-- 标牌每 5 秒显示一次工厂主的收入
task.spawn(function()
while true do
task.wait(5)
if owner then
setSign(headline .. "\n$" .. math.floor(earned / 5) .. " a second")
end
earned = 0
end
end)
-- 认领:第一个踩上踏板的玩家拥有工厂
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
-- 第 22 课:在这里添加认领后重建的代码
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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