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加入时加载

Coddy Roblox 游戏:宠物模拟器 课程的第 20 课,共 20 课。

现在,在玩家加入时读取已保存的数据。GetAsync 会返回 SetAsync 按键保存的内容;如果玩家从未保存过,则返回 nil。读取也可能失败,因此要在 pcall 中调用它。pcall 会返回调用是否成功,以及返回的值:

local ok, saved = pcall(function()
	return saveStore:GetAsync(player.UserId)
end)
if ok and saved then
	print(saved.Coins)
end

创建文件夹后再加载数据,这样宠物就有 Pets 文件夹可以放进去。跳过不在 petInfo 中的已保存名称:从游戏中移除的宠物不应该导致玩家无法加入。

challenge icon

挑战

困难

把玩家保存的数据还给他们。

  1. 在 PlayerAdded 中,创建 Pets 文件夹后添加:local ok, saved = pcall(function() return saveStore:GetAsync(player.UserId) end)。
  2. 如果 ok and saved:将 Coins 设置为 saved.Coins,并将 Desert 属性设置为 saved.Desert。
  3. 对于 petInfo 中保存的每只宠物,调用 givePet(player, pet.Name, pet.Equipped == true)。

按“开始”,孵化宠物,再按 Stop,然后再次按“开始”:你的金币和宠物都回来了。然后按“检查”。

亲手试试

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local RunService = game:GetService("RunService")
local DataStoreService = game:GetService("DataStoreService")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local piles = workspace.Piles
local petParts = workspace.PetParts
local saveStore = DataStoreService:GetDataStore("Pets")
local pileSpot = {} -- 每个金币堆 -> 它所在的位置
local lastHit = {} -- 每个玩家 -> 上次击打的时间

print("A Meadow pile gives " .. Settings.PileValue .. " coins")

-- 按名称整理 Settings.Pets
local petInfo = {}
for _, info in Settings.Pets do
	petInfo[info.Name] = info
end

-- 宠物:玩家的 Pets 文件夹中的一个 StringValue,保存着宠物的名称,
-- 稀有度和力量则保存在属性中
local function givePet(player, name, equipped)
	local info = petInfo[name]
	local pet = Instance.new("StringValue")
	pet.Name = "Pet"
	pet.Value = name
	pet:SetAttribute("Rarity", info.Rarity)
	pet:SetAttribute("Power", info.Power)
	pet:SetAttribute("Equipped", equipped)
	pet.Parent = player.Pets
	return pet
end

-- 玩家放出了多少只宠物
local function equippedCount(player)
	local count = 0
	for _, pet in player.Pets:GetChildren() do
		if pet:GetAttribute("Equipped") then
			count += 1
		end
	end
	return count
end

-- 玩家的宠物为每次击打增加多少力量
local function petPower(player)
	local power = 0
	for _, pet in player.Pets:GetChildren() do
		if pet:GetAttribute("Equipped") then
			power += pet:GetAttribute("Power")
		end
	end
	return power
end

-- 每个玩家的排行榜上都有 Coins
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local coins = Instance.new("IntValue")
	coins.Name = "Coins"
	coins.Parent = leaderstats

	-- 他们拥有的宠物
	local pets = Instance.new("Folder")
	pets.Name = "Pets"
	pets.Parent = player
	-- 第 20 课:在这里添加加入游戏时加载数据的代码
end)

-- 位于某个位置的金币堆:ServerStorage.CoinPile 的副本,生命值
-- 和值保存在属性中
local function spawnPile(spot)
	local desert = spot.Parent.Parent.Name == "Desert"
	local health = desert and Settings.DesertHealth or Settings.PileHealth
	local pile = ServerStorage.CoinPile:Clone()
	pile.Position = spot.Position
	pile:SetAttribute("MaxHealth", health)
	pile:SetAttribute("Health", health)
	pile:SetAttribute("Value", desert and Settings.DesertValue or Settings.PileValue)
	pile:SetAttribute("Zone", spot.Parent.Parent.Name)
	pile.HealthGui.Label.Text = pile:GetAttribute("Health") .. "/" .. pile:GetAttribute("MaxHealth")
	pileSpot[pile] = spot
	pile.Parent = piles
	return pile
end

-- 每次击打会让金币堆的生命值减少 1,再加上玩家宠物的力量;
-- 生命值降到 0 时,金币堆会碎裂,玩家获得对应数量的金币
local function hitPile(player, pile)
	local health = pile:GetAttribute("Health") - (1 + petPower(player))
	if health > 0 then
		pile:SetAttribute("Health", health)
		pile.HealthGui.Label.Text = health .. "/" .. pile:GetAttribute("MaxHealth")
		return
	end
	player.leaderstats.Coins.Value += pile:GetAttribute("Value")
	local spot = pileSpot[pile]
	pileSpot[pile] = nil
	pile:Destroy()
	-- 几秒后,在同一位置生成新的金币堆
	task.delay(Settings.RespawnTime, spawnPile, spot)
end

-- 每个区域的每个生成点都有一个金币堆
for _, zone in workspace.Zones:GetChildren() do
	for _, spot in zone.Spawns:GetChildren() do
		spawnPile(spot)
	end
end

-- 客户端请求击打金币堆。绝不能信任客户端:任何人都能
-- 从任何位置,以任意速度向这个远程事件发送任意数据。
remotes.Hit.OnServerEvent:Connect(function(player, pile)
	-- 确实是金币堆
	if typeof(pile) ~= "Instance" or pile.Parent ~= piles then
		return
	end
	-- 在可触及范围内
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or (root.Position - pile.Position).Magnitude > Settings.Reach then
		return
	end
	-- 击打速度不能太快
	local now = time()
	if lastHit[player] and now - lastHit[player] < Settings.HitCooldown then
		return
	end
	lastHit[player] = now
	-- 位于玩家已解锁的区域
	if pile:GetAttribute("Zone") == "Desert" and not player:GetAttribute("Desert") then
		return
	end
	hitPile(player, pile)
end)

-- 加权随机抽取:每只宠物的 Chance(满分 100)决定它在区间中占的份额
local function rollPet()
	local roll = math.random() * 100
	for _, info in Settings.Pets do
		roll -= info.Chance
		if roll <= 0 then
			return info.Name
		end
	end
	return Settings.Pets[1].Name
end

-- 孵化:通过蛋的交互提示触发,用金币支付
workspace.Egg.ProximityPrompt.Triggered:Connect(function(player)
	local coins = player.leaderstats.Coins
	if coins.Value < Settings.EggPrice then
		return
	end
	coins.Value -= Settings.EggPrice
	local name = rollPet()
	-- 如果还有空位,就立刻让宠物上场
	local pet = givePet(player, name, equippedCount(player) < Settings.MaxEquipped)
	print(player.Name .. " hatched a " .. name)
	-- 所有人都会收到最稀有宠物的消息
	if pet:GetAttribute("Rarity") == "Legendary" then
		remotes.Announce:FireAllClients(player.Name, name)
	end
end)

-- 上场的宠物会跟随主人:每只宠物在游戏世界中都有一个部件,
-- 每一帧都排在玩家身后
local petModels = {} -- 每只宠物 -> 它在游戏世界中的部件
RunService.Heartbeat:Connect(function()
	for _, player in Players:GetPlayers() do
		local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
		local pets = player:FindFirstChild("Pets")
		local slot = 0
		for _, pet in pets and pets:GetChildren() or {} do
			local model = petModels[pet]
			if pet:GetAttribute("Equipped") and root then
				slot += 1
				if not model then
					model = ServerStorage.PetModels[pet.Value]:Clone()
					model.Parent = petParts
					petModels[pet] = model
				end
				model.CFrame = root.CFrame * CFrame.new((slot - 2) * 3, -1.5, 4)
			elseif model then
				-- 收起宠物:移除对应的部件
				model:Destroy()
				petModels[pet] = nil
			end
		end
	end
end)

-- 客户端请求让宠物上场或收起。服务器会检查:宠物是否
-- 属于该玩家,以及上场的宠物是否不超过 MaxEquipped 只。
remotes.Equip.OnServerEvent:Connect(function(player, pet)
	if typeof(pet) ~= "Instance" or pet.Parent ~= player.Pets then
		return
	end
	if pet:GetAttribute("Equipped") then
		pet:SetAttribute("Equipped", false)
	elseif equippedCount(player) < Settings.MaxEquipped then
		pet:SetAttribute("Equipped", true)
	end
end)

-- Desert 的大门:付费一次后,大门只对该玩家开放
workspace.Gate.ProximityPrompt.Triggered:Connect(function(player)
	local coins = player.leaderstats.Coins
	if player:GetAttribute("Desert") or coins.Value < Settings.GatePrice then
		return
	end
	coins.Value -= Settings.GatePrice
	player:SetAttribute("Desert", true)
end)

-- 保存:Coins、Desert 和每只宠物
local function save(player)
	local pets = {}
	for _, pet in player.Pets:GetChildren() do
		table.insert(pets, { Name = pet.Value, Equipped = pet:GetAttribute("Equipped") == true })
	end
	local data = {
		Coins = player.leaderstats.Coins.Value,
		Desert = player:GetAttribute("Desert") == true,
		Pets = pets,
	}
	pcall(function()
		saveStore:SetAsync(player.UserId, data)
	end)
end

Players.PlayerRemoving:Connect(save)

game:BindToClose(function()
	for _, player in Players:GetPlayers() do
		save(player)
	end
end)
quiz icon自我测试

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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