Class 断开modulescript与本地脚本的连接
我正在制作一个不使用工具对象的枪引擎/系统 现在我把一切都搞定了; 装备 发射 解除装备 这些枪是带有模块说明的模型。他们掌握着枪支的统计数据和相关功能(射击、焊接),但我遇到了一个问题 当玩家试图装备已经装备的枪时,他会解除装备(这应该发生),但他仍然可以发射解除装备的枪。射程/光线投射来自火炮解除装备前的最后一个位置 如果我再次装备枪并开火,它会同时发射先前未装备的枪和装备的枪 我怎样才能解决这个问题 设备功能(在本地脚本中) 我正在测试的枪内的模块脚本:Class 断开modulescript与本地脚本的连接,class,lua,roblox,Class,Lua,Roblox,我正在制作一个不使用工具对象的枪引擎/系统 现在我把一切都搞定了; 装备 发射 解除装备 这些枪是带有模块说明的模型。他们掌握着枪支的统计数据和相关功能(射击、焊接),但我遇到了一个问题 当玩家试图装备已经装备的枪时,他会解除装备(这应该发生),但他仍然可以发射解除装备的枪。射程/光线投射来自火炮解除装备前的最后一个位置 如果我再次装备枪并开火,它会同时发射先前未装备的枪和装备的枪 我怎样才能解决这个问题 设备功能(在本地脚本中) 我正在测试的枪内的模块脚本: local gunStats =
local gunStats = {}
gunStats.__index = gunStats
function gunStats.new()
local newGun = {}
setmetatable(newGun,gunStats)
newGun.Welding = {}
setmetatable(newGun.Welding,newGun)
newGun.fireRate = 1
newGun.Barrel = script.Parent.Barrel
newGun.HandlePosition = script.Parent.HandlePos.Position
newGun.MaxAccuracy = .6
newGun.Accuracy = .2
newGun.Recoil = 150
newGun.Model = script.Parent
newGun.Bullet = Instance.new("Part")
newGun.Bullet.BrickColor = BrickColor.Yellow()
newGun.Bullet.Size=Vector3.new(.2,.2,1)
newGun.Bullet.Anchored = true
newGun.Bullet.CanCollide = false
newGun.mesh=Instance.new("SpecialMesh",newGun.Bullet)
newGun.mesh.MeshType="Brick"
newGun.mesh.Name = "Mesh"
newGun.mesh.Scale = Vector3.new(.5,.5,1)
newGun.IsWelded = false
newGun.Welding.WeldLeftArm = CFrame.new(-0.35, 0.4, 0.8)*CFrame.fromEulerAnglesXYZ(math.rad(280), 0, math.rad(-90))
return newGun
end
function gunStats:Weld(torso, bool)
local ls,rs=torso["Left Shoulder"],torso["Right Shoulder"]
local la,ra=torso.Parent["Left Arm"],torso.Parent["Right Arm"]
if bool then
local arm = torso.Parent["Right Arm"]
if self.Welding.WeldRightArm then
rs.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldRightArm --[[ Position of arm ]]--
end
arm = torso.Parent["Left Arm"]
if self.Welding.WeldLeftArm then
ls.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldLeftArm --[[ Position of arm]]--
end
local weld = Instance.new("Weld",script.Parent.PrimaryPart)
weld.Part0= weld.Parent
weld.Part1= torso.Parent["Left Arm"]
weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),math.rad(90)) * CFrame.new(0,1,0)
else
for _, v in pairs(torso.Parent:GetChildren()) do
if v.Name == "Left Arm" or v.Name == "Right Arm" and v:FindFirstChild("Weld") then
v:FindFirstChild("Weld"):Destroy()
ls.Part1=la
rs.Part1=ra
end
end
end
end
function gunStats:Fire(mouse)
local function raycast(a,b)
local ray=Ray.new(a,((a-b).Unit)*999)
local hit,pos=workspace:FindPartOnRay(ray)
return hit,pos
end
local distance = (self.Barrel.Position - mouse).magnitude
local spread=(self.MaxAccuracy)*(self.Recoil/100)+(self.Accuracy)
local aim=mouse+Vector3.new(
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance)
)
local hit,pos=raycast(self.Barrel.Position,aim)
local b1=self.Bullet:clone()
b1.Mesh.Scale=Vector3.new(b1.Mesh.Scale.X,b1.Mesh.Scale.Y,distance)
b1.CFrame=CFrame.new(self.Barrel.Position, mouse) * CFrame.new(0, 0, -distance / 2)
b1.Parent=workspace:FindFirstChild("RayIgnore") and workspace["RayIgnore"] or error("No model named RayIgnore in workspace!")
game.Debris:AddItem(b1,.1)
end
return gunStats
为什么不做一个变量来说明你是否能射击
装备时为True,未装备时为false。通过.new“构造函数”创建新的gunStats-表时 给它一个名为“装备”的布尔状态,并最初将其设置为false 调用equipment-method时,将“装备”设置为true 我没有看到一个不公平的方法,你肯定应该这样做,但是你应该把“装备”设置为false 现在,当你发射武器时,你只需检查它是否装备了,如果装备了,请正常操作,如果没有,请致电return。
实际上,更好的方法是在按下按钮的侦听器中发出“开火”之前检查枪是否配备,但这两种方法都是可以接受的。这一定是一个注释而不是答案。@pix否,这是一个很好的答案。
local gunStats = {}
gunStats.__index = gunStats
function gunStats.new()
local newGun = {}
setmetatable(newGun,gunStats)
newGun.Welding = {}
setmetatable(newGun.Welding,newGun)
newGun.fireRate = 1
newGun.Barrel = script.Parent.Barrel
newGun.HandlePosition = script.Parent.HandlePos.Position
newGun.MaxAccuracy = .6
newGun.Accuracy = .2
newGun.Recoil = 150
newGun.Model = script.Parent
newGun.Bullet = Instance.new("Part")
newGun.Bullet.BrickColor = BrickColor.Yellow()
newGun.Bullet.Size=Vector3.new(.2,.2,1)
newGun.Bullet.Anchored = true
newGun.Bullet.CanCollide = false
newGun.mesh=Instance.new("SpecialMesh",newGun.Bullet)
newGun.mesh.MeshType="Brick"
newGun.mesh.Name = "Mesh"
newGun.mesh.Scale = Vector3.new(.5,.5,1)
newGun.IsWelded = false
newGun.Welding.WeldLeftArm = CFrame.new(-0.35, 0.4, 0.8)*CFrame.fromEulerAnglesXYZ(math.rad(280), 0, math.rad(-90))
return newGun
end
function gunStats:Weld(torso, bool)
local ls,rs=torso["Left Shoulder"],torso["Right Shoulder"]
local la,ra=torso.Parent["Left Arm"],torso.Parent["Right Arm"]
if bool then
local arm = torso.Parent["Right Arm"]
if self.Welding.WeldRightArm then
rs.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldRightArm --[[ Position of arm ]]--
end
arm = torso.Parent["Left Arm"]
if self.Welding.WeldLeftArm then
ls.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldLeftArm --[[ Position of arm]]--
end
local weld = Instance.new("Weld",script.Parent.PrimaryPart)
weld.Part0= weld.Parent
weld.Part1= torso.Parent["Left Arm"]
weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),math.rad(90)) * CFrame.new(0,1,0)
else
for _, v in pairs(torso.Parent:GetChildren()) do
if v.Name == "Left Arm" or v.Name == "Right Arm" and v:FindFirstChild("Weld") then
v:FindFirstChild("Weld"):Destroy()
ls.Part1=la
rs.Part1=ra
end
end
end
end
function gunStats:Fire(mouse)
local function raycast(a,b)
local ray=Ray.new(a,((a-b).Unit)*999)
local hit,pos=workspace:FindPartOnRay(ray)
return hit,pos
end
local distance = (self.Barrel.Position - mouse).magnitude
local spread=(self.MaxAccuracy)*(self.Recoil/100)+(self.Accuracy)
local aim=mouse+Vector3.new(
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance)
)
local hit,pos=raycast(self.Barrel.Position,aim)
local b1=self.Bullet:clone()
b1.Mesh.Scale=Vector3.new(b1.Mesh.Scale.X,b1.Mesh.Scale.Y,distance)
b1.CFrame=CFrame.new(self.Barrel.Position, mouse) * CFrame.new(0, 0, -distance / 2)
b1.Parent=workspace:FindFirstChild("RayIgnore") and workspace["RayIgnore"] or error("No model named RayIgnore in workspace!")
game.Debris:AddItem(b1,.1)
end
return gunStats