离开时保存
Coddy Roblox 游戏:宠物模拟器 课程的第 19 课,共 20 课。
玩家下次加入时,金币、沙漠和所有宠物都应该还在。DataStore 会为每位玩家保存一个表,并使用其 UserId 作为键。宠物是实例,DataStore 无法保存实例,因此要保存一个普通表,记录每只宠物的名称以及它是否已装备:
{ Coins = 340, Desert = false, Pets = { { Name = "Bunny", Equipped = true } } }玩家离开时(PlayerRemoving)保存;如果服务器关闭时还有玩家在游戏中,也要在 game:BindToClose 中保存。保存操作可能会在 Roblox 一侧失败,因此要用 pcall 包装:
pcall(function()
saveStore:SetAsync(player.UserId, data)
end)在 Roblox Studio 中,发布体验并开启启用 Studio 对 API 服务的访问权限后,DataStore 才能正常工作。
挑战
困难每位玩家离开时,保存他们的游戏进度。
- 获取
DataStoreService,并获取local saveStore = DataStoreService:GetDataStore("Pets")。 - 编写
save(player):在 pcall 中调用saveStore:SetAsync(player.UserId, data),保存Coins、Desert和Pets,其中Pets是由{ Name = pet.Value, Equipped = ... }组成的列表。 - 在
Players.PlayerRemoving时调用它,并在game:BindToClose中为每位玩家调用它。
按下 Play,赚取金币,然后按下 Stop:离开时就会写入存档。然后点击 Check。
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 = {} -- 每个玩家对应上次攻击的时间
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 文件夹中保存其名称的 StringValue,
-- 其稀有度和力量作为属性
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
-- 玩家的宠物为每次攻击增加的伤害
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
-- 和值作为属性
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
-- 每次攻击从钱堆的生命值中扣除 1,再加上玩家宠物的力量;
-- 生命值降到 0 时,金币堆会碎掉,并发放对应的金币
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
-- 客户端请求攻击金币堆。绝不能信任客户端:任何人都能
-- 从任何地方,用任何参数,以任意速度触发这个远程事件。
remotes.Hit.OnServerEvent:Connect(function(player, pile)
-- 确保是真实的金币堆
if typeof(pile) ~= "Instance" or pile.Parent ~= piles then
return
end
-- 确保在攻击范围内
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
-- 确保攻击间隔足够长
local now = time()
if lastHit[player] and now - lastHit[player] < Settings.HitCooldown then
return
end
lastHit[player] = now
-- 确保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)决定它被抽中的概率
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: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,就立即让宠物出场
local pet = givePet(player, name, equippedCount(player) < Settings.MaxEquipped)
print(player.Name .. " hatched a " .. name)
-- 最稀有的宠物会通知所有人
if pet:GetAttribute("Rarity") == "Legendary" then
remotes.Announce:FireAllClients(player.Name, name)
end
end)
-- 出战的宠物会跟随主人:每只宠物在游戏世界中都有一个部件,
-- 每帧都排成一排跟在玩家身后
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)
-- 客户端请求放出或收起宠物。服务器会检查:宠物是否
-- 属于该玩家,以及出战数量是否不超过 MaxEquipped。
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:付费一次即可开启,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)
-- 第 19 课:在这里添加 Save on Leave
Roblox 游戏:宠物模拟器中的所有课
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