稀有宠物消息
Coddy Roblox 游戏:宠物模拟器 课程的第 18 课,共 20 课。
有人孵出传说级宠物时,整个服务器都应该知道。FireAllClients 会同时在每个玩家的客户端上触发 RemoteEvent:
-- 服务器
remotes.Announce:FireAllClients(player.Name, name)
-- 客户端
remotes.Announce.OnClientEvent:Connect(function(who, pet)
end)每个客户端都会在 HUD 的 Banner 上显示这条消息几秒钟。OnClientEvent 会准确接收服务器发送的内容:客户端这一侧不会额外添加玩家。
挑战
困难向所有人公告传奇宠物。
- 在
PetServer中,保留local pet = givePet(...);如果它的Rarity是Legendary,就调用remotes.Announce:FireAllClients(player.Name, name)。 - 在
PetClient中,remotes.Announce.OnClientEvent接收(who, pet):将hud.Banner.Text设置为who .. " hatched a " .. pet .. "!",显示横幅,等待 4 秒后将其隐藏。
按下“开始”并孵化宠物:每 50 个蛋中有 1 个会孵出龙,龙会在每个人的屏幕上显示黄色横幅。然后点击“检查”。
亲手试试
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local RunService = game:GetService("RunService")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local piles = workspace.Piles
local petParts = workspace.PetParts
local pileSpot = {} -- 每个钱堆对应它所在的位置
local lastHit = {} -- 每个玩家对应上次击打的时间
print("A Meadow pile gives " .. Settings.PileValue .. " coins")
-- 按名称索引 Settings.Pets
local petInfo = {}
for _, info in Settings.Pets do
petInfo[info.Name] = info
end
-- 一只宠物:玩家的 Pets 文件夹中的一个 StringValue,保存着宠物的名字,
-- 稀有度和力量则存为属性
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
-- 玩家有多少只宠物在外面
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
-- 玩家的宠物每次击打能增加多少伤害
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
end)
-- 位置上的钱堆:ServerStorage.CoinPile 的副本,其生命值
-- 和值存为属性
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
-- 每次击打会扣除钱堆 1 点生命值,外加玩家宠物的力量;
-- 生命值降到 0 时,金币堆会碎掉,并按其值发放金币
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
-- 每个区域的每个位置都有一个金币堆
for _, zone in workspace.Zones:GetChildren() do
for _, spot in zone.Spawns:GetChildren() do
spawnPile(spot)
end
end
-- 客户端请求敲击金币堆。绝不能信任客户端:任何人都能
-- 从任何地方,以任意速度向这个远程事件发送任意内容。
remotes.Hit.OnServerEvent:Connect(function(player, pile)
-- 确实存在的金币堆
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
-- 不能敲得太快
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)
-- 按权重随机抽取:每只宠物的 Chance(满分 100)决定它的抽中概率
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:触发蛋的交互提示,并用金币支付
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,立即让宠物出场
local pet = givePet(player, name, equippedCount(player) < Settings.MaxEquipped)
print(player.Name .. " hatched a " .. name)
end)
-- 已放出的宠物会跟随主人:每只宠物在游戏世界中都有一个部件,
-- 每一帧都会在玩家身后排成一排
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:移除它的部件
model:Destroy()
petModels[pet] = nil
end
end
end
end)
-- 客户端请求放出或收起宠物。服务器会检查:宠物是否
-- 属于该玩家,以及放出的宠物是否不超过 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:付费一次即可打开,但只对该玩家开放
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)
Roblox 游戏:宠物模拟器中的所有课
自己练习: Roblox 在线编辑器