没有错误显示时如何修复我的战斗脚本?

How to fix my combat script when no errors are showing?

我创建这个脚本是希望能创建一个可以一键播放多个动画的战斗系统;然而,当我把它们放在脚本的光攻击部分时,动画不会播放,但我的代码没有错误。

我尝试过重新组织、使用实际的动画 ID、更改变量名称等

local Player = game.Players.LocalPlayer
local Character = script.Parent
local Humanoid = Character.Humanoid
AnimationId1 = "rbxassetid://2046787868"
AnimationId2 = "rbxassetid://2046881922"
AnimationId3 = "rbxassetid://"
AnimationId4 = "rbxassetid://2048242167"
Debounce = true
local Key = 'U'
local Key2 = 'I'
local Key3 = 'O'
local Key4 = 'P'

local UserInputService = game:GetService("UserInputService")

--Animation for the Light attk combo sequence.
UserInputService.InputBegan:connect(function(Input, IsTyping)
    for i, v in pairs(game.Players:GetChildren()) do
        if Input.KeyCode == Enum.KeyCode[Key] then
            local Animation = Instance.new("Animation")
            Animation.AnimationId = AnimationId1, AnimationId2
            local LoadAnimation = Humanoid:LoadAnimation(Animation)
            if v == 1 then
                LoadAnimation:Play(AnimationId1)
            elseif v == 2 then
                LoadAnimation:Play(AnimationId2)
            end
        end
    end
end)



--Animation for the Blocking sequence.
UserInputService.InputBegan:connect(function(Input, IsTyping)
    if IsTyping then return end
    if Input.KeyCode == Enum.KeyCode[Key4] and Debounce then
        Debounce = false
        local Animation = Instance.new("Animation")
        Animation.AnimationId = AnimationId4
        local LoadAnimation = Humanoid:LoadAnimation(Animation)
        LoadAnimation:Play()
        wait(.5)
        LoadAnimation:Stop()
        Debounce = true
    end
end)

这个脚本的拦截部分工作得很好,但是,当我尝试使用轻攻击部分时,它不起作用。

在你的光攻击函数中,v是一个Player对象。所以任何像 v == 1v == 2 这样的检查都会失败,因为它是错误的类型。当玩家按下 'U' 按钮时,你会遍历所有玩家,这也没有什么意义。

您可以像使用阻塞动画代码一样让它播放动画。

-- make a counter to help decide which animation to play
local swingCount = 0
local currentSwingAnimation    

--Animation for the Light attack combo sequence.
UserInputService.InputBegan:connect(function(Input, IsTyping)
    if IsTyping then return end

    if Input.KeyCode == Enum.KeyCode[Key] then
        swingCount = swingCount + 1

        -- cancel any animation currently playing
        if currentSwingAnimation then
            currentSwingAnimation:Stop()
            currentSwingAnimation = nil
        end

        if swingCount == 1 then
            -- play the first animation
            local Animation = Instance.new("Animation")
            Animation.AnimationId = AnimationId1
            currentSwingAnimation = Humanoid:LoadAnimation(Animation)
            currentSwingAnimation.Looped = false
            currentSwingAnimation:Play()

        elseif swingCount == 2 then
            -- play the second swing animation
            local Animation = Instance.new("Animation")
            Animation.AnimationId = AnimationId2
            currentSwingAnimation = Humanoid:LoadAnimation(Animation)
            currentSwingAnimation.Looped = false
            currentSwingAnimation:Play()

            -- reset the swing counter to start the combo over
            swingCount = 0
        end
    end
end)