概要
属性
方法
活动
StoppedTouching(otherPart: BasePart):RBXScriptSignal |
Touched(otherPart: BasePart):RBXScriptSignal |
TouchEnded(otherPart: BasePart):RBXScriptSignal |
代码示例
平滑阻尼一个部件的 CFrame
local TweenService = game:GetService("TweenService")
-- 创建一个部件和目标
local part = Instance.new("Part", workspace)
part.Size = Vector3.one
part.Anchored = true
part.BrickColor = BrickColor.new("Electric blue")
part.CFrame = CFrame.new(0, 4, 0)
local target = Instance.new("Part", workspace)
target.Name = "Target"
target.Size = Vector3.one * 0.5
target.Anchored = true
target.BrickColor = BrickColor.new("Really red")
target.CFrame = CFrame.new(0, 8, 0)
-- 设置一个变量来存储速度
local velocity = CFrame.new()
-- 调整平滑速度
local smoothTime = 0.5
game:GetService("RunService").Stepped:Connect(function(t, dt)
part.CFrame, velocity = TweenService:SmoothDamp(part.CFrame, target.CFrame, velocity, smoothTime, math.huge, dt)
end)API 参考
属性
Anchored
代码示例
部件固定切换
local part = script.Parent
-- 创建一个 ClickDetector,以便我们可以知道部件何时被点击
local cd = Instance.new("ClickDetector", part)
-- 此函数根据部件的 Anchored 状态更新部件的外观
local function updateVisuals()
if part.Anchored then
-- 当部件已固定时...
part.BrickColor = BrickColor.new("鲜红")
part.Material = Enum.Material.DiamondPlate
else
-- 当部件未固定时...
part.BrickColor = BrickColor.new("鲜黄色")
part.Material = Enum.Material.Wood
end
end
local function onToggle()
-- 切换固定属性
part.Anchored = not part.Anchored
-- 更新砖块的视觉状态
updateVisuals()
end
-- 更新后,开始监听点击
updateVisuals()
cd.MouseClick:Connect(onToggle)BackParamA
BackParamB
BackSurfaceInput
BottomParamA
BottomParamB
BottomSurfaceInput
brickColor
CanCollide
代码示例
褪色门
-- 粘贴到一个高部件的脚本中
local part = script.Parent
local OPEN_TIME = 1
-- 这个门现在可以打开吗?
local debounce = false
local function open()
part.CanCollide = false
part.Transparency = 0.7
part.BrickColor = BrickColor.new("黑色")
end
local function close()
part.CanCollide = true
part.Transparency = 0
part.BrickColor = BrickColor.new("亮蓝色")
end
local function onTouch(otherPart)
-- 如果门已经打开,则不执行任何操作
if debounce then
print("D")
return
end
-- 检查是否被类人角色触碰
local human = otherPart.Parent:FindFirstChildOfClass("Humanoid")
if not human then
print("不是类人角色")
return
end
-- 执行门打开序列
debounce = true
open()
task.wait(OPEN_TIME)
close()
debounce = false
end
part.Touched:Connect(onTouch)
close()CFrame
代码示例
设置零件 CFrame
local part = script.Parent:WaitForChild("Part")
local otherPart = script.Parent:WaitForChild("OtherPart")
-- 将零件的 CFrame 重置为 (0, 0, 0),没有旋转。
-- 这有时被称为“单位”CFrame
part.CFrame = CFrame.new()
-- 设置为特定位置 (X, Y, Z)
part.CFrame = CFrame.new(0, 25, 10)
-- 与上面相同,但使用 Vector3
local point = Vector3.new(0, 25, 10)
part.CFrame = CFrame.new(point)
-- 将零件的 CFrame 设置为位于一个点,面向另一个点
local lookAtPoint = Vector3.new(0, 20, 15)
part.CFrame = CFrame.lookAt(point, lookAtPoint)
-- 在本地 X 轴上将零件的 CFrame 旋转 pi/2 弧度
part.CFrame = part.CFrame * CFrame.Angles(math.pi / 2, 0, 0)
-- 在本地 Y 轴上将零件的 CFrame 旋转 45 度
part.CFrame = part.CFrame * CFrame.Angles(0, math.rad(45), 0)
-- 在全局 Z 轴上将零件的 CFrame 旋转 180 度(注意顺序!)
part.CFrame = CFrame.Angles(0, 0, math.pi) * part.CFrame -- Pi 弧度等于 180 度
-- 组合两个 CFrame 使用 *(乘法运算符)
part.CFrame = CFrame.new(2, 3, 4) * CFrame.new(4, 5, 6) --> 等于 CFrame.new(6, 8, 10)
-- 与代数乘法不同,CFrame 组合不是交换的:a * b 不一定等于 b * a!
-- 想象 * 为一系列有序的动作。例如,以下行产生不同的 CFrame:
-- 1) 将零件在 X 轴上滑动 5 个单位。
-- 2) 绕 Y 轴将零件旋转 45 度。
part.CFrame = CFrame.new(5, 0, 0) * CFrame.Angles(0, math.rad(45), 0)
-- 1) 绕 Y 轴将零件旋转 45 度。
-- 2) 将零件在 X 轴上滑动 5 个单位。
part.CFrame = CFrame.Angles(0, math.rad(45), 0) * CFrame.new(5, 0, 0)
-- 没有“CFrame 除法”,而是简单地“执行逆操作”。
part.CFrame = CFrame.new(4, 5, 6) * CFrame.new(4, 5, 6):Inverse() --> 等于 CFrame.new(0, 0, 0)
part.CFrame = CFrame.Angles(0, 0, math.pi) * CFrame.Angles(0, 0, math.pi):Inverse() --> 等于 CFrame.Angles(0, 0, 0)
-- 将一个零件相对于另一个零件放置(在这种情况下,将我们的零件放在 otherPart 上面)
part.CFrame = otherPart.CFrame * CFrame.new(0, part.Size.Y / 2 + otherPart.Size.Y / 2, 0)CollisionGroup
代码示例
物理服务:注册碰撞组
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupBall = "CollisionGroupBall"
local collisionGroupDoor = "CollisionGroupDoor"
-- 注册碰撞组
PhysicsService:RegisterCollisionGroup(collisionGroupBall)
PhysicsService:RegisterCollisionGroup(collisionGroupDoor)
-- 将部分分配给碰撞组
script.Parent.BallPart.CollisionGroup = collisionGroupBall
script.Parent.DoorPart.CollisionGroup = collisionGroupDoor
-- 设置组之间为不可相撞并检查结果
PhysicsService:CollisionGroupSetCollidable(collisionGroupBall, collisionGroupDoor, false)
print(PhysicsService:CollisionGroupsAreCollidable(collisionGroupBall, collisionGroupDoor)) --> falseCollisionGroupId
Color
代码示例
角色健康身体颜色
-- 粘贴到 StarterCharacterScripts 中的一个脚本内
-- 然后播放游戏,并调整你角色的健康值
local char = script.Parent
local human = char.Humanoid
local colorHealthy = Color3.new(0.4, 1, 0.2)
local colorUnhealthy = Color3.new(1, 0.4, 0.2)
local function setColor(color)
for _, child in pairs(char:GetChildren()) do
if child:IsA("BasePart") then
child.Color = color
while child:FindFirstChildOfClass("Decal") do
child:FindFirstChildOfClass("Decal"):Destroy()
end
elseif child:IsA("Accessory") then
child.Handle.Color = color
local mesh = child.Handle:FindFirstChildOfClass("SpecialMesh")
if mesh then
mesh.TextureId = ""
end
elseif child:IsA("Shirt") or child:IsA("Pants") then
child:Destroy()
end
end
end
local function update()
local percentage = human.Health / human.MaxHealth
-- 根据你的健康百分比插值生成颜色
-- 颜色从 colorHealthy (100%) ----- > colorUnhealthy (0%)
local color = Color3.new(
colorHealthy.R * percentage + colorUnhealthy.r * (1 - percentage),
colorHealthy.G * percentage + colorUnhealthy.g * (1 - percentage),
colorHealthy.B * percentage + colorUnhealthy.b * (1 - percentage)
)
setColor(color)
end
update()
human.HealthChanged:Connect(update)CustomPhysicalProperties
代码示例
设置自定义物理属性
local part = script.Parent
-- 这将使部件变得轻且有弹性!
local DENSITY = 0.3
local FRICTION = 0.1
local ELASTICITY = 1
local FRICTION_WEIGHT = 1
local ELASTICITY_WEIGHT = 1
local physProperties = PhysicalProperties.new(DENSITY, FRICTION, ELASTICITY, FRICTION_WEIGHT, ELASTICITY_WEIGHT)
part.CustomPhysicalProperties = physPropertiesElasticity
Friction
FrontParamA
FrontParamB
FrontSurfaceInput
LeftParamA
LeftParamB
LeftSurfaceInput
Locked
代码示例
递归解锁
-- 粘贴到您想要解锁的模型中的脚本内
local model = script.Parent
-- 此函数通过模型的层级结构递归并解锁
-- 它遇到的每个部分。
local function recursiveUnlock(object)
if object:IsA("BasePart") then
object.Locked = false
end
-- 在对象的子级上调用相同的函数
-- 如果对象没有子级,递归过程将停止
for _, child in pairs(object:GetChildren()) do
recursiveUnlock(child)
end
end
recursiveUnlock(model)Orientation
代码示例
部件旋转器
local part = script.Parent
local INCREMENT = 360 / 20
-- 不断旋转部件
while true do
for degrees = 0, 360, INCREMENT do
-- 仅设置Y轴旋转
part.Rotation = Vector3.new(0, degrees, 0)
-- 更好的方法是设置CFrame
--part.CFrame = CFrame.new(part.Position) * CFrame.Angles(0, math.rad(degrees), 0)
task.wait()
end
endPivotOffset
代码示例
重置支点
local function resetPivot(model)
local boundsCFrame = model:GetBoundingBox()
if model.PrimaryPart then
model.PrimaryPart.PivotOffset = model.PrimaryPart.CFrame:ToObjectSpace(boundsCFrame)
else
model.WorldPivot = boundsCFrame
end
end
resetPivot(script.Parent)时钟指针
local function createHand(length, width, yOffset)
local part = Instance.new("Part")
part.Size = Vector3.new(width, 0.1, length)
part.Material = Enum.Material.Neon
part.PivotOffset = CFrame.new(0, -(yOffset + 0.1), length / 2)
part.Anchored = true
part.Parent = workspace
return part
end
local function positionHand(hand, fraction)
hand:PivotTo(CFrame.fromEulerAnglesXYZ(0, -fraction * 2 * math.pi, 0))
end
-- 创建表盘
for i = 0, 11 do
local dialPart = Instance.new("Part")
dialPart.Size = Vector3.new(0.2, 0.2, 1)
dialPart.TopSurface = Enum.SurfaceType.Smooth
if i == 0 then
dialPart.Size = Vector3.new(0.2, 0.2, 2)
dialPart.Color = Color3.new(1, 0, 0)
end
dialPart.PivotOffset = CFrame.new(0, -0.1, 10.5)
dialPart.Anchored = true
dialPart:PivotTo(CFrame.fromEulerAnglesXYZ(0, (i / 12) * 2 * math.pi, 0))
dialPart.Parent = workspace
end
-- 创建指针
local hourHand = createHand(7, 1, 0)
local minuteHand = createHand(10, 0.6, 0.1)
local secondHand = createHand(11, 0.2, 0.2)
-- 运行时钟
while true do
local components = os.date("*t")
positionHand(hourHand, (components.hour + components.min / 60) / 12)
positionHand(minuteHand, (components.min + components.sec / 60) / 60)
positionHand(secondHand, components.sec / 60)
task.wait()
endResizeableFaces
代码示例
改变大小的控制点
-- 将此脚本放置在几种类型的 BasePart 中,例如
-- Part、TrussPart、WedgePart、CornerWedgePart 等。
local part = script.Parent
-- 为这个部件创建一个控制点对象
local handles = Instance.new("Handles")
handles.Adornee = part
handles.Parent = part
-- 手动指定适用此控制点的面
handles.Faces = Faces.new(Enum.NormalId.Top, Enum.NormalId.Front, Enum.NormalId.Left)
-- 或者,使用该部件可以调整大小的面。
-- 如果该部件是只有两个大小维度的 TrussPart
-- 且长度为 2,则可调整面将只有两个
-- 启用的面。对于其他部件,将启用所有面。
handles.Faces = part.ResizeableFacesRightParamA
RightParamB
RightSurfaceInput
RotVelocity
Size
代码示例
金字塔构建器
local TOWER_BASE_SIZE = 30
local position = Vector3.new(50, 50, 50)
local hue = math.random()
local color0 = Color3.fromHSV(hue, 1, 1)
local color1 = Color3.fromHSV((hue + 0.35) % 1, 1, 1)
local model = Instance.new("Model")
model.Name = "Tower"
for i = TOWER_BASE_SIZE, 1, -2 do
local part = Instance.new("Part")
part.Size = Vector3.new(i, 2, i)
part.Position = position
part.Anchored = true
part.Parent = model
-- 从 color0 到 color1 的渐变
local perc = i / TOWER_BASE_SIZE
part.Color = Color3.new(
color0.R * perc + color1.R * (1 - perc),
color0.G * perc + color1.G * (1 - perc),
color0.B * perc + color1.B * (1 - perc)
)
position = position + Vector3.new(0, part.Size.Y, 0)
end
model.Parent = workspaceSpecificGravity
TopParamA
TopParamB
TopSurfaceInput
Transparency
代码示例
褪色门
-- 粘贴到一个高部件的脚本中
local part = script.Parent
local OPEN_TIME = 1
-- 这个门现在可以打开吗?
local debounce = false
local function open()
part.CanCollide = false
part.Transparency = 0.7
part.BrickColor = BrickColor.new("黑色")
end
local function close()
part.CanCollide = true
part.Transparency = 0
part.BrickColor = BrickColor.new("亮蓝色")
end
local function onTouch(otherPart)
-- 如果门已经打开,则不执行任何操作
if debounce then
print("D")
return
end
-- 检查是否被类人角色触碰
local human = otherPart.Parent:FindFirstChildOfClass("Humanoid")
if not human then
print("不是类人角色")
return
end
-- 执行门打开序列
debounce = true
open()
task.wait(OPEN_TIME)
close()
debounce = false
end
part.Touched:Connect(onTouch)
close()Velocity
方法
AngularAccelerationToTorque
ApplyImpulseAtPosition
BreakJoints
breakJoints
CanSetNetworkOwnership
返回
代码示例
检查一个部件的网络所有权是否可以被设置
local part = workspace:FindFirstChild("Part")
if part and part:IsA("BasePart") then
local canSet, errorReason = part:CanSetNetworkOwnership()
if canSet then
print(part:GetFullName() .. "的网络所有权可以被更改!")
else
warn("无法更改" .. part:GetFullName() .. "的网络所有权,因为:" .. errorReason)
end
endGetClosestPointOnSurface
GetConnectedParts
GetJoints
BasePart:GetJoints():Instances
返回
Instances
GetMass
getMass
GetNoCollisionConstraints
BasePart:GetNoCollisionConstraints():Instances
返回
Instances
GetRenderCFrame
GetRootPart
GetTouchingParts
BasePart:GetTouchingParts():Instances
返回
Instances
GetVelocityAtPosition
IntersectAsync
BasePart:IntersectAsync(
参数
parts:Instances |
| 默认值:"Default" |
| 默认值:"Automatic" |
返回
MakeJoints
makeJoints
Resize
参数
返回
resize
SetNetworkOwner
SetNetworkOwnershipAuto
BasePart:SetNetworkOwnershipAuto():()
返回
()
SubtractAsync
BasePart:SubtractAsync(
参数
parts:Instances |
| 默认值:"Default" |
| 默认值:"Automatic" |
返回
代码示例
BasePart:SubtractAsync()
local Workspace = game:GetService("Workspace")
local mainPart = script.Parent.PartA
local otherParts = { script.Parent.PartB, script.Parent.PartC }
-- 执行减法操作
local success, newSubtract = pcall(function()
return mainPart:SubtractAsync(otherParts)
end)
-- 如果操作成功,将其放置在相同的位置并将其父级设为工作区
if success and newSubtract then
newSubtract.Position = mainPart.Position
newSubtract.Parent = Workspace
end
-- 销毁操作后保持完整的原始部分
mainPart:Destroy()
for _, part in otherParts do
part:Destroy()
endTorqueToAngularAcceleration
UnionAsync
BasePart:UnionAsync(
参数
parts:Instances |
| 默认值:"Default" |
| 默认值:"Automatic" |
返回
代码示例
BasePart:UnionAsync()
local Workspace = game:GetService("Workspace")
local mainPart = script.Parent.PartA
local otherParts = { script.Parent.PartB, script.Parent.PartC }
-- 执行联合操作
local success, newUnion = pcall(function()
return mainPart:UnionAsync(otherParts)
end)
-- 如果操作成功,将其放置在相同位置并将其父对象设置为工作区
if success and newUnion then
newUnion.Position = mainPart.Position
newUnion.Parent = Workspace
end
-- 销毁在操作后保持完好的原始部分
mainPart:Destroy()
for _, part in otherParts do
part:Destroy()
end活动
LocalSimulationTouched
OutfitChanged
StoppedTouching
Touched
参数
代码示例
接触部件数量
local part = script.Parent
local billboardGui = Instance.new("BillboardGui")
billboardGui.Size = UDim2.new(0, 200, 0, 50)
billboardGui.Adornee = part
billboardGui.AlwaysOnTop = true
billboardGui.Parent = part
local tl = Instance.new("TextLabel")
tl.Size = UDim2.new(1, 0, 1, 0)
tl.BackgroundTransparency = 1
tl.Parent = billboardGui
local numTouchingParts = 0
local function onTouch(otherPart)
print("开始接触: " .. otherPart.Name)
numTouchingParts = numTouchingParts + 1
tl.Text = numTouchingParts
end
local function onTouchEnded(otherPart)
print("接触结束: " .. otherPart.Name)
numTouchingParts = numTouchingParts - 1
tl.Text = numTouchingParts
end
part.Touched:Connect(onTouch)
part.TouchEnded:Connect(onTouchEnded)模型触碰
local model = script.Parent
local function onTouched(otherPart)
-- 忽略与模型本身接触的实例
if otherPart:IsDescendantOf(model) then
return
end
print(model.Name .. " 与 " .. otherPart.Name .. " 碰撞")
end
for _, child in pairs(model:GetChildren()) do
if child:IsA("BasePart") then
child.Touched:Connect(onTouched)
end
endTouchEnded
参数
代码示例
接触部件数量
local part = script.Parent
local billboardGui = Instance.new("BillboardGui")
billboardGui.Size = UDim2.new(0, 200, 0, 50)
billboardGui.Adornee = part
billboardGui.AlwaysOnTop = true
billboardGui.Parent = part
local tl = Instance.new("TextLabel")
tl.Size = UDim2.new(1, 0, 1, 0)
tl.BackgroundTransparency = 1
tl.Parent = billboardGui
local numTouchingParts = 0
local function onTouch(otherPart)
print("开始接触: " .. otherPart.Name)
numTouchingParts = numTouchingParts + 1
tl.Text = numTouchingParts
end
local function onTouchEnded(otherPart)
print("接触结束: " .. otherPart.Name)
numTouchingParts = numTouchingParts - 1
tl.Text = numTouchingParts
end
part.Touched:Connect(onTouch)
part.TouchEnded:Connect(onTouchEnded)