如何使脚本影响 Roblox LUA 中的所有子项?
How do I make a script affect all its children in Roblox LUA?
我是 LUA 的编程新手,虽然我学过类似的语言,例如 JS。如果我必须通过替换每个脚本来更改组中许多部分的相同脚本,这会令人沮丧,而且我不知道有什么优雅的方法可以做到这一点。相反,我决定将所有部分嵌套在脚本中。我看过一些示例,并尝试对其中一些进行改编,但它们并不完全适用于我想做的事情,我无法让它们发挥作用。
本质上,我想做的是监控所有积木,以便玩家联系它们。我采用了嵌套在每块积木中的原始消失积木脚本并对其进行了修改。如果某个部分(砖块)被触摸,则应调用 onTouch 函数,这将使砖块的透明度随着时间的推移而降低,直到成对循环完成,之后砖块消失并且 CanCollide 被关闭。 2 秒后,它又 returns 恢复正常。我认为问题出在我用来监控部件的编码上,因为我并不真正理解监控多个对象的正确方法。有人可以帮忙吗?谢谢!
文件结构:
function onTouched(brick)
local delay = .1 -- the delay between each increase in transparency (affects speed of disappearance)
local RestoreDelay = 2 -- delay before the brick reappears
local inc = .1 -- how much the brick disappears each time
-- All characters have a Humanoid object
-- if the model has one, it is a character
local h = script.Child:findFirstChild("Humanoid") -- Find Humanoids in whatever touched this
if (h ~=nil) then -- If there is a Humanoid then
h.Health = h.MaxHealth -- Set the health to maximum (full healing)
for x=0,1, inc do
script.Child.Transparency = x+inc
script.Child.CanCollide = true
wait(delay)
end
wait(delay)
script.Child.Transparency = 1
script.Child.CanCollide = false
wait(RestoreDelay)
script.Child.Transparency = 0
script.Child.CanCollide = true
else
end
end
while true do
local bricks=script:GetChildren():IsA("basic.part")
for x=1,brick in pairs(bricks) do
brick.Touched:connect(onTouched(brick)) -- Make it call onTouched when touched
end
end
end
在大多数情况下,您做对了,但是您有一些语法错误,其中 JavaScript 和 Lua 之间存在不同的约定。
在 JS 中,您可以获取一个对象数组,然后可以立即对其进行过滤,但在 Lua 中,对此的支持有限。所以 JavaScript 行像 :
var bricks = script.GetChildren().filter(function(item) {
return item === "basic.part"
})
如果没有某些图书馆的帮助,Lua 无法在一行中全部完成。因此,您需要在遍历对象时将检查移动到循环中。
除此之外,唯一需要更改的是 onTouched
处理程序的函数签名。 BasePart.Touched event tells you which object has touched the brick, not the brick itself. But by creating a higher order function,很容易拿到砖头,以及碰到它的东西。
-- create a helper function to access the brick and the thing that touched it
function createOnTouched(brick)
-- keep track whether the animation is running
local isFading = false
return function(otherPart)
-- do not do the animation again if it has already started
if isFading then
return
end
local delay = .1 -- the delay between each increase in transparency (affects speed of disappearance)
local restoreDelay = 2 -- delay before the brick reappears
local inc = .1 -- how much the brick disappears each time
-- All characters have a Humanoid object, check for one
local h = otherPart.Parent:FindFirstChild("Humanoid")
if h then
-- heal the player
h.Health = h.MaxHealth
-- start fading the brick
isFading = true
brick.CanCollide = true
for i = 0, 1, inc do
brick.Transparency = i
wait(delay)
end
-- turn off collision for the brick
wait(delay)
brick.Transparency = 1
brick.Anchored = true
brick.CanCollide = false
-- turn the part back on
wait(restoreDelay)
brick.Transparency = 0
brick.CanCollide = true
-- reset the animation flag
isFading = false
end
end
end
-- loop over the children and connect touch events
local bricks = script:GetChildren()
for i, brick in ipairs(bricks) do
if brick:IsA("BasePart") then
local onTouchedFunc = createOnTouched(brick)
brick.Touched:Connect(onTouchedFunc)
end
end
我是 LUA 的编程新手,虽然我学过类似的语言,例如 JS。如果我必须通过替换每个脚本来更改组中许多部分的相同脚本,这会令人沮丧,而且我不知道有什么优雅的方法可以做到这一点。相反,我决定将所有部分嵌套在脚本中。我看过一些示例,并尝试对其中一些进行改编,但它们并不完全适用于我想做的事情,我无法让它们发挥作用。
本质上,我想做的是监控所有积木,以便玩家联系它们。我采用了嵌套在每块积木中的原始消失积木脚本并对其进行了修改。如果某个部分(砖块)被触摸,则应调用 onTouch 函数,这将使砖块的透明度随着时间的推移而降低,直到成对循环完成,之后砖块消失并且 CanCollide 被关闭。 2 秒后,它又 returns 恢复正常。我认为问题出在我用来监控部件的编码上,因为我并不真正理解监控多个对象的正确方法。有人可以帮忙吗?谢谢!
文件结构:
function onTouched(brick)
local delay = .1 -- the delay between each increase in transparency (affects speed of disappearance)
local RestoreDelay = 2 -- delay before the brick reappears
local inc = .1 -- how much the brick disappears each time
-- All characters have a Humanoid object
-- if the model has one, it is a character
local h = script.Child:findFirstChild("Humanoid") -- Find Humanoids in whatever touched this
if (h ~=nil) then -- If there is a Humanoid then
h.Health = h.MaxHealth -- Set the health to maximum (full healing)
for x=0,1, inc do
script.Child.Transparency = x+inc
script.Child.CanCollide = true
wait(delay)
end
wait(delay)
script.Child.Transparency = 1
script.Child.CanCollide = false
wait(RestoreDelay)
script.Child.Transparency = 0
script.Child.CanCollide = true
else
end
end
while true do
local bricks=script:GetChildren():IsA("basic.part")
for x=1,brick in pairs(bricks) do
brick.Touched:connect(onTouched(brick)) -- Make it call onTouched when touched
end
end
end
在大多数情况下,您做对了,但是您有一些语法错误,其中 JavaScript 和 Lua 之间存在不同的约定。
在 JS 中,您可以获取一个对象数组,然后可以立即对其进行过滤,但在 Lua 中,对此的支持有限。所以 JavaScript 行像 :
var bricks = script.GetChildren().filter(function(item) {
return item === "basic.part"
})
如果没有某些图书馆的帮助,Lua 无法在一行中全部完成。因此,您需要在遍历对象时将检查移动到循环中。
除此之外,唯一需要更改的是 onTouched
处理程序的函数签名。 BasePart.Touched event tells you which object has touched the brick, not the brick itself. But by creating a higher order function,很容易拿到砖头,以及碰到它的东西。
-- create a helper function to access the brick and the thing that touched it
function createOnTouched(brick)
-- keep track whether the animation is running
local isFading = false
return function(otherPart)
-- do not do the animation again if it has already started
if isFading then
return
end
local delay = .1 -- the delay between each increase in transparency (affects speed of disappearance)
local restoreDelay = 2 -- delay before the brick reappears
local inc = .1 -- how much the brick disappears each time
-- All characters have a Humanoid object, check for one
local h = otherPart.Parent:FindFirstChild("Humanoid")
if h then
-- heal the player
h.Health = h.MaxHealth
-- start fading the brick
isFading = true
brick.CanCollide = true
for i = 0, 1, inc do
brick.Transparency = i
wait(delay)
end
-- turn off collision for the brick
wait(delay)
brick.Transparency = 1
brick.Anchored = true
brick.CanCollide = false
-- turn the part back on
wait(restoreDelay)
brick.Transparency = 0
brick.CanCollide = true
-- reset the animation flag
isFading = false
end
end
end
-- loop over the children and connect touch events
local bricks = script:GetChildren()
for i, brick in ipairs(bricks) do
if brick:IsA("BasePart") then
local onTouchedFunc = createOnTouched(brick)
brick.Touched:Connect(onTouchedFunc)
end
end