SkateboardPlatform
A SkateboardPlatform can be used to create a skateboard. When characters get on a skateboard, they are stuck to it until they press the escape key. Until then, the character uses skateboard animations and travels faster than a walking character.
요약
속성
- 읽기 전용복제되지 않음병렬 읽기더 이상 사용되지 않음
The SkateboardPlatform's active SkateboardController.
- 읽기 전용복제되지 않음병렬 읽기더 이상 사용되지 않음
The Humanoid that is controlling the SkateboardPlatform.
The direction of movement, tied to the keys A and D. Must be 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.
- 병렬 읽기더 이상 사용되지 않음
If true, wheels won't roll without user input.
The direction of movement, tied to the keys W and S. Must be an integer 1 (forward), 0 (null), or -1 (reverse). Will refresh back to 0 unless constantly set.
- 복제되지 않음병렬 읽기
Sets the overall shape of the object.
Determines whether a part is immovable by physics.
- 복제되지 않음병렬 읽기
The angular velocity of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
The center of mass of the part's assembly in world space.
- 복제되지 않음병렬 읽기
The linear velocity of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
The total mass of the part's assembly.
- 읽기 전용복제되지 않음병렬 읽기
A reference to the root part of the assembly.
Determines the type of surface for the Back face of a part (+Z direction).
Determines the type of surface for the Bottom face of a part (-Y direction).
- 복제되지 않음병렬 읽기
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- 병렬 읽기
Determines whether a part may collide with other parts.
Determines whether the part is considered during spatial query operations.
Determines if Touched and TouchEnded events fire on the part.
- 병렬 읽기
Determines whether or not a part casts a shadow.
- 읽기 전용복제되지 않음병렬 읽기
Describes the world position in which a part's center of mass is located.
- 복제되지 않음병렬 읽기
Describes the name of a part's collision group.
Determines the color of a part.
- 읽기 전용복제되지 않음병렬 읽기
Indicates the current physical properties of the part.
Determines several physical properties of a part.
- 병렬 읽기
Used to enable or disable aerodynamic forces on parts and assemblies.
- 읽기 전용복제되지 않음병렬 읽기
- 읽기 전용복제되지 않음병렬 읽기
The actual physical size of the BasePart as regarded by the physics engine.
Determines the type of surface for the Front face of a part (-Z direction).
Determines the type of surface for the Left face of a part (-X direction).
- 숨김복제되지 않음병렬 읽기
Determines a multiplier for BasePart.Transparency that is only visible to the local client.
Determines whether a part is selectable in Studio.
Describes the mass of the part, the product of its density and volume.
Determines whether the part contributes to the total mass or inertia of its rigid body.
- 병렬 읽기
Determines the texture and default physical properties of a part.
- 복제되지 않음병렬 읽기
The name of MaterialVariant.
- 숨김복제되지 않음병렬 읽기
Describes the rotation of the part in the world.
- 병렬 읽기
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- 숨김읽기 전용복제되지 않음병렬 읽기
Time since last recorded physics update.
- 병렬 읽기
Determines how much a part reflects the skybox.
- 읽기 전용복제되지 않음병렬 읽기
Describes the smallest change in size allowable by the Resize method.
- 읽기 전용복제되지 않음병렬 읽기
Describes the faces on which a part may be resized.
Determines the type of surface for the Right face of a part (+X direction).
- 병렬 읽기
The main rule in determining the root part of an assembly.
The rotation of the part in degrees for the three axes.
Determines the dimensions of a part (length, width, height).
Determines the type of surface for the Top face of a part (+Y direction).
- 병렬 읽기
Determines how much a part can be seen through (the inverse of part opacity).
- 복제되지 않음스크립팅할 수 없음병렬 읽기
메서드
Adds ''impulseWorld'' to the SkateboardPlatform's BasePart.Velocity.
Apply an angular impulse to the assembly.
Apply an impulse to the assembly at the assembly's center of mass.
Apply an impulse to the assembly at specified position.
- 병렬 쓰기
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- 병렬 쓰기
Returns a table of parts connected to the object by any kind of rigid joint.
Return all Joints or Constraints that is connected to this Part.
Returns the value of the Mass property.
- 병렬 쓰기
Returns the current player who is the network owner of this part, or nil in case of the server.
- 병렬 쓰기
Returns true if the game engine automatically decides the network owner for this part.
- 병렬 쓰기
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- 병렬 쓰기
Returns the linear velocity of the part's assembly at the given position relative to this part.
- 병렬 쓰기
Returns true if the object is connected to a part that will hold it in place (eg an BasePart.Anchored part), otherwise returns false.
Changes the size of an object just like using the Studio resize tool.
Sets the given player as network owner for this and all connected parts.
Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
- IntersectAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
- SubtractAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
- UnionAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance생성
Creates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.
Gets the pivot of a PVInstance.
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.
이벤트
Fired when the skateboard is equipped.
Fired when the SkateboardPlatform's SkateboardPlatform.ControllingHumanoid changes the force being used on the SkateboardPlatform.
Fired whenever the skateboard is unequipped.
Fires when a part stops touching another part as a result of physical movement.
Fires when a part touches another part as a result of physical movement.
속성
Controller
The SkateboardPlatform's active SkateboardController.
Steer
The direction of movement, tied to the keys A and D. Must be 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.
Throttle
The direction of movement, tied to the keys W and S. Must be an integer 1 (forward), 0 (null), or -1 (reverse). Will refresh back to 0 unless constantly set.
메서드
ApplySpecificImpulse
Adds ''impulseWorld'' to the SkateboardPlatform's BasePart.Velocity.
매개 변수
반환
이벤트
MoveStateChanged
Fired when the SkateboardPlatform's SkateboardPlatform.ControllingHumanoid changes the force being used on the SkateboardPlatform.
매개 변수
The new Enum.MoveState.
The old Enum.MoveState.