Team

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Team クラスは、Roblox の場所の派閥を表示します。チームの有効な親は、Teams サービスにあるだけです。チームは、開発者を 2つの粗いグループに分けることができる便利な機能の範囲を提供します:

  • 「箱から出て」動作する機能
  • 機能開発者がゲームにプログラムできます。

組み込みチーム行動 チームの次の機能はデフォルトで存在し、開発者がカスタム動作をプログラムする必要はありません。

  • チームの一部であるとき、プレイヤーのキャラクターの上の名前 ModelTeam.TeamColor に色付きになります
  • 変更する Player.TeamColor は、Player.Team が対応する Team.TeamColor のチームに切り替えることになります
  • デフォルトのプレイヤーリストを使用すると、ユーザーはグループ化され、チームとして一緒に表示されます
  • 設定 Player.Neutral を真に設定すると、Player がチームから分離されますが、Player.Team または Player.TeamColor は変更されません
  • When a Player joins a game, they will be allocated to the team with Team.AutoAssignable set to true that has the fewest players.自動割り当て可能なチームがない場合、Player.Neutral が真に設定されます
  • When が false に設定されると、 と一致するプレイヤーのみがその に生成できます
  • When が真に設定されると、プレイヤーの は、キャラクターが に触れると変更されます。

オプションの拡張チーム動作 多くの開発者が、自分のコードでチームに次の機能を追加することを選択しました。

  • 武器コードにチェックを実装して、友好砲火を防ぐ。
  • 特定のチームのみが使用できるドアや他の機能でチェックを実装する
  • 定期的にチームを再割り当ててチームバランスを維持する

コードサンプル

This code sample includes a simple example of how to re-balance teams. When Team.AutoAssignable is set to true players will be added to Teams in a balanced fashion. However as Players leave the game this can lead to unbalanced teams as players are not reallocated. This code keeps track of the number of players in each team and, when players leave will check to see if the teams need re-balancing.

Simple Team Rebalance

local Teams = game:GetService("Teams")
-- create two teams
local redTeam = Instance.new("Team")
redTeam.TeamColor = BrickColor.new("Bright red")
redTeam.AutoAssignable = true
redTeam.Name = "Red Team"
redTeam.Parent = Teams
local blueTeam = Instance.new("Team")
blueTeam.TeamColor = BrickColor.new("Bright blue")
blueTeam.AutoAssignable = true
blueTeam.Name = "Blue Team"
blueTeam.Parent = Teams
-- start counting the number of players on each team
local numberRed, numberBlue = 0, 0
local function playerAdded(team)
-- increase the team's count by 1
if team == redTeam then
numberRed = numberRed + 1
elseif team == blueTeam then
numberBlue = numberBlue + 1
end
end
local function playerRemoved(team)
-- decrease the team's count by 1
if team == redTeam then
numberRed = numberRed - 1
elseif team == blueTeam then
numberBlue = numberBlue - 1
end
-- check if the teams are unbalanced
local bigTeam, smallTeam = nil, nil
if (numberRed - numberBlue) > 2 then
bigTeam = redTeam
smallTeam = blueTeam
elseif (numberBlue - numberRed) > 2 then
bigTeam = blueTeam
smallTeam = redTeam
end
if bigTeam then
-- pick a random player
local playerList = bigTeam:GetPlayers()
local player = playerList[math.random(1, #playerList)]
-- check the player exists
if player then
-- change the player's team
player.TeamColor = smallTeam.TeamColor
-- respawn the player
player:LoadCharacter()
end
end
end
-- listen for players being added / removed
blueTeam.PlayerAdded:Connect(function(_player)
playerAdded(blueTeam)
end)
blueTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(blueTeam)
end)
redTeam.PlayerAdded:Connect(function(_player)
playerAdded(redTeam)
end)
redTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(redTeam)
end)

This code sample includes a quick function that can be added to weapons in a place to prevent them from team killing. It will return false when the two players are on different teams or if either of them is neutral.

Team Kill Check

local Players = game:GetService("Players")
function checkTeamKill(playerAttack, playerVictim)
if playerAttack.Team ~= playerVictim.Team or playerAttack.Neutral or playerVictim.Neutral then
return false
end
return true
end
local players = Players:GetPlayers()
checkTeamKill(players[1], players[2])

The following code sample will create a door in the Workspace that can only be walked through by Players on the Bright red team.

Team Only Door

local Players = game:GetService("Players")
local door = Instance.new("Part")
door.Anchored = true
door.Size = Vector3.new(7, 10, 1)
door.Position = Vector3.new(0, 5, 0)
door.Parent = workspace
local debounce = false
door.Touched:Connect(function(hit)
if not debounce then
debounce = true
if hit then
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player and player.TeamColor == BrickColor.new("Bright red") then
door.Transparency = 0.5
door.CanCollide = false
task.wait(3)
door.Transparency = 0
door.CanCollide = true
end
end
task.wait(0.5)
debounce = false
end
end)

This code sample demonstrates how to assign players to Teams based on their Player.PartyId using the SocialService:GetPlayersByPartyId() method. When a player joins the experience, the script checks whether they're part of a party. If so, it attempts to assign them to the same team as other party members. If no match is found or the player isn't in a party, they're placed on the team with fewer members to maintain balance.

Team Rebalance with Party Integration

local Teams = game:GetService("Teams")
local Players = game:GetService("Players")
local SocialService = game:GetService("SocialService")
local redTeam = Instance.new("Team")
redTeam.Name = "Red Team"
redTeam.TeamColor = BrickColor.Red()
redTeam.AutoAssignable = false
redTeam.Parent = Teams
local blueTeam = Instance.new("Team")
blueTeam.Name = "Blue Team"
blueTeam.TeamColor = BrickColor.Blue()
blueTeam.AutoAssignable = false
blueTeam.Parent = Teams
local function assignPlayerToTeam(player)
local partyId = player.PartyId
if partyId == "" then
assignBalancedTeam(player)
return
end
local teams = { redTeam, blueTeam }
local matchingTeam = nil
local partyPlayers = SocialService:GetPlayersByPartyId(partyId)
for _, partyPlayer in partyPlayers do
if partyPlayer ~= player and table.find(teams, partyPlayer.Team) then
matchingTeam = partyPlayer.Team
break
end
end
if matchingTeam then
player.Team = matchingTeam
player.TeamColor = matchingTeam.TeamColor
else
assignBalancedTeam(player)
end
end
function assignBalancedTeam(player)
local redCount = #redTeam:GetPlayers()
local blueCount = #blueTeam:GetPlayers()
local chosenTeam = redCount <= blueCount and redTeam or blueTeam
player.Team = chosenTeam
player.TeamColor = chosenTeam.TeamColor
end
local function groupPlayersByParty()
local seenPartyIds = {}
local groupedPlayers = {}
for _, player in Players:GetPlayers() do
if player.PartyId == "" then
table.insert(groupedPlayers, { player })
elseif not table.find(seenPartyIds, player.PartyId) then
table.insert(seenPartyIds, player.PartyId)
local partyPlayers = SocialService:GetPlayersByPartyId(player.PartyId)
table.insert(groupedPlayers, partyPlayers)
end
end
return groupedPlayers
end
-- Call this function to rebalance teams
local function rebalanceTeams()
local groups = groupPlayersByParty()
table.sort(groups, function(a, b)
return #a > #b
end)
for _, player in Players:GetPlayers() do
player.Team = nil
end
for _, group in groups do
local redCount = #redTeam:GetPlayers()
local blueCount = #blueTeam:GetPlayers()
local bestTeam
if redCount <= blueCount then
bestTeam = redTeam
else
bestTeam = blueTeam
end
for _, player in group do
player.Team = bestTeam
player.TeamColor = bestTeam.TeamColor
end
end
for _, player in Players:GetPlayers() do
player:LoadCharacter()
end
end
Players.PlayerAdded:Connect(function(player)
assignPlayerToTeam(player)
player:LoadCharacter()
player:GetPropertyChangedSignal("PartyId"):Connect(function()
if player.PartyId ~= "" then
assignPlayerToTeam(player)
end
end)
end)

概要

プロパティ

  • 並列読み取り

    このプロパティは、Players が参加すると自動的に Team に配置されるかどうかを決定します。複数のチームにこのプロパティが真に設定されている場合、Roblox は Players が追加されたときにチームの均衡を保とうとします。

  • 並列読み取り

    このプロパティは、Team の色を設定します。チームのメンバーであるプレイヤーの Player.TeamColor プロパティを決定します。また、プレイヤーリストとプレイヤーの頭上に表示される色を決定します。

方法

イベント

プロパティ

AutoAssignable

並列読み取り

このプロパティは、Players が参加すると自動的に Team に配置されるかどうかを決定します。複数のチームにこのプロパティが真に設定されている場合、Roblox は Players が追加されたときにチームの均衡を保とうとします。

When a Player joins a game they will be assigned to the Team with Team.AutoAssignable set to true that has the fewest players.そのようなチームが利用できない場合、Player.Neutral が真に設定されます。

このプロパティを使用するときの注意事項は、プレイヤーが追加されたときにチームのバランスが保たれるのを助けますが、プレイヤーが削除されたときには何もしません。このため、開発者は自分のチームバランスシステムを実装したいと考えるかもしれません。

コードサンプル

This code sample includes a simple example of how to re-balance teams. When Team.AutoAssignable is set to true players will be added to Teams in a balanced fashion. However as Players leave the game this can lead to unbalanced teams as players are not reallocated. This code keeps track of the number of players in each team and, when players leave will check to see if the teams need re-balancing.

Simple Team Rebalance

local Teams = game:GetService("Teams")
-- create two teams
local redTeam = Instance.new("Team")
redTeam.TeamColor = BrickColor.new("Bright red")
redTeam.AutoAssignable = true
redTeam.Name = "Red Team"
redTeam.Parent = Teams
local blueTeam = Instance.new("Team")
blueTeam.TeamColor = BrickColor.new("Bright blue")
blueTeam.AutoAssignable = true
blueTeam.Name = "Blue Team"
blueTeam.Parent = Teams
-- start counting the number of players on each team
local numberRed, numberBlue = 0, 0
local function playerAdded(team)
-- increase the team's count by 1
if team == redTeam then
numberRed = numberRed + 1
elseif team == blueTeam then
numberBlue = numberBlue + 1
end
end
local function playerRemoved(team)
-- decrease the team's count by 1
if team == redTeam then
numberRed = numberRed - 1
elseif team == blueTeam then
numberBlue = numberBlue - 1
end
-- check if the teams are unbalanced
local bigTeam, smallTeam = nil, nil
if (numberRed - numberBlue) > 2 then
bigTeam = redTeam
smallTeam = blueTeam
elseif (numberBlue - numberRed) > 2 then
bigTeam = blueTeam
smallTeam = redTeam
end
if bigTeam then
-- pick a random player
local playerList = bigTeam:GetPlayers()
local player = playerList[math.random(1, #playerList)]
-- check the player exists
if player then
-- change the player's team
player.TeamColor = smallTeam.TeamColor
-- respawn the player
player:LoadCharacter()
end
end
end
-- listen for players being added / removed
blueTeam.PlayerAdded:Connect(function(_player)
playerAdded(blueTeam)
end)
blueTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(blueTeam)
end)
redTeam.PlayerAdded:Connect(function(_player)
playerAdded(redTeam)
end)
redTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(redTeam)
end)

TeamColor

並列読み取り

このプロパティは、Team の色を設定します。チームのメンバーであるプレイヤーの Player.TeamColor プロパティを決定します。

Roblox のデフォルトチーム機能の多くは、名前やオブジェクトではなく、チームの色に基づいています。たとえば、SpawnLocations は、SpawnLocation.TeamColor を介してチームに割り当てることができます。このため、開発者はそれぞれの Team がユニークなチームカラーを持っていることを確認することをお勧めします。

チームの一部であるプレイヤーの名前は、チームの TeamColor プロパティに変更されます。また、プレイヤーリストのチームヘッドの下に配置されます。

コードサンプル

The following code sample will create a door in the Workspace that can only be walked through by Players on the Bright red team.

Team Only Door

local Players = game:GetService("Players")
local door = Instance.new("Part")
door.Anchored = true
door.Size = Vector3.new(7, 10, 1)
door.Position = Vector3.new(0, 5, 0)
door.Parent = workspace
local debounce = false
door.Touched:Connect(function(hit)
if not debounce then
debounce = true
if hit then
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player and player.TeamColor == BrickColor.new("Bright red") then
door.Transparency = 0.5
door.CanCollide = false
task.wait(3)
door.Transparency = 0
door.CanCollide = true
end
end
task.wait(0.5)
debounce = false
end
end)

方法

GetPlayers

Instances
並列書き込み

リストを返し、Players に割り当てられた Team のリストを返します。A Player は、その Player.Team プロパティが Team と同じであると考えられ、Player.Neutral は false です。

この機能には、Team でプレイヤーの数をカウントするか、Player ですべての TeamTool を与えるなど、多くの潜在的な使用法があります。


戻り値

Instances

Players の配列は、Team です。

コードサンプル

The example below prints the number of players on each Team.

Teams GetTeams

local Teams = game:GetService("Teams")
local teams = Teams:GetTeams()
for _, team in pairs(teams) do
local players = team:GetPlayers()
print("Team", team.Name, "has", #players, "players")
end

イベント

PlayerAdded

ファイアは、PlayerTeam に割り当てられるたびに発生します。プレイヤーは割り当てられたと見なされる if their Player.Team プロパティが TeamPlayer.Neutral と等しい場合。

このイベントはチーム固有であり、特定の にジョインするときにのみ発動します。このイベントに接続されたどの機能も、チームに参加したプレイヤーの Player オブジェクトが渡されます。例えば:

チーム.PlayerAdded:Connect(function(player) print(player.Name.." チームに参加しました) end)

パラメータ

player: Player

追加された Player


コードサンプル

This code sample includes a simple example of how to re-balance teams. When Team.AutoAssignable is set to true players will be added to Teams in a balanced fashion. However as Players leave the game this can lead to unbalanced teams as players are not reallocated. This code keeps track of the number of players in each team and, when players leave will check to see if the teams need re-balancing.

Simple Team Rebalance

local Teams = game:GetService("Teams")
-- create two teams
local redTeam = Instance.new("Team")
redTeam.TeamColor = BrickColor.new("Bright red")
redTeam.AutoAssignable = true
redTeam.Name = "Red Team"
redTeam.Parent = Teams
local blueTeam = Instance.new("Team")
blueTeam.TeamColor = BrickColor.new("Bright blue")
blueTeam.AutoAssignable = true
blueTeam.Name = "Blue Team"
blueTeam.Parent = Teams
-- start counting the number of players on each team
local numberRed, numberBlue = 0, 0
local function playerAdded(team)
-- increase the team's count by 1
if team == redTeam then
numberRed = numberRed + 1
elseif team == blueTeam then
numberBlue = numberBlue + 1
end
end
local function playerRemoved(team)
-- decrease the team's count by 1
if team == redTeam then
numberRed = numberRed - 1
elseif team == blueTeam then
numberBlue = numberBlue - 1
end
-- check if the teams are unbalanced
local bigTeam, smallTeam = nil, nil
if (numberRed - numberBlue) > 2 then
bigTeam = redTeam
smallTeam = blueTeam
elseif (numberBlue - numberRed) > 2 then
bigTeam = blueTeam
smallTeam = redTeam
end
if bigTeam then
-- pick a random player
local playerList = bigTeam:GetPlayers()
local player = playerList[math.random(1, #playerList)]
-- check the player exists
if player then
-- change the player's team
player.TeamColor = smallTeam.TeamColor
-- respawn the player
player:LoadCharacter()
end
end
end
-- listen for players being added / removed
blueTeam.PlayerAdded:Connect(function(_player)
playerAdded(blueTeam)
end)
blueTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(blueTeam)
end)
redTeam.PlayerAdded:Connect(function(_player)
playerAdded(redTeam)
end)
redTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(redTeam)
end)

PlayerRemoved

ファイアは、PlayerTeam から削除されるたびに発生します。これは、Player がゲームを終了したため、Player.Neutral が真に設定されたか、Player が異なるチームに参加したために起こります。

このイベントはチーム固有であり、Player が特定の Team から離れるときにのみ発動します。このイベントに接続されたどの機能も、チームを離れたプレイヤーの Player オブジェクトに渡されます。例えば:

チーム.PlayerRemoved:Connect(function(player) print(player.Name.." チームを離れました) end)

パラメータ

player: Player

The Player が削除されました。


コードサンプル

This code sample includes a simple example of how to re-balance teams. When Team.AutoAssignable is set to true players will be added to Teams in a balanced fashion. However as Players leave the game this can lead to unbalanced teams as players are not reallocated. This code keeps track of the number of players in each team and, when players leave will check to see if the teams need re-balancing.

Simple Team Rebalance

local Teams = game:GetService("Teams")
-- create two teams
local redTeam = Instance.new("Team")
redTeam.TeamColor = BrickColor.new("Bright red")
redTeam.AutoAssignable = true
redTeam.Name = "Red Team"
redTeam.Parent = Teams
local blueTeam = Instance.new("Team")
blueTeam.TeamColor = BrickColor.new("Bright blue")
blueTeam.AutoAssignable = true
blueTeam.Name = "Blue Team"
blueTeam.Parent = Teams
-- start counting the number of players on each team
local numberRed, numberBlue = 0, 0
local function playerAdded(team)
-- increase the team's count by 1
if team == redTeam then
numberRed = numberRed + 1
elseif team == blueTeam then
numberBlue = numberBlue + 1
end
end
local function playerRemoved(team)
-- decrease the team's count by 1
if team == redTeam then
numberRed = numberRed - 1
elseif team == blueTeam then
numberBlue = numberBlue - 1
end
-- check if the teams are unbalanced
local bigTeam, smallTeam = nil, nil
if (numberRed - numberBlue) > 2 then
bigTeam = redTeam
smallTeam = blueTeam
elseif (numberBlue - numberRed) > 2 then
bigTeam = blueTeam
smallTeam = redTeam
end
if bigTeam then
-- pick a random player
local playerList = bigTeam:GetPlayers()
local player = playerList[math.random(1, #playerList)]
-- check the player exists
if player then
-- change the player's team
player.TeamColor = smallTeam.TeamColor
-- respawn the player
player:LoadCharacter()
end
end
end
-- listen for players being added / removed
blueTeam.PlayerAdded:Connect(function(_player)
playerAdded(blueTeam)
end)
blueTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(blueTeam)
end)
redTeam.PlayerAdded:Connect(function(_player)
playerAdded(redTeam)
end)
redTeam.PlayerRemoved:Connect(function(_player)
playerRemoved(redTeam)
end)