GroupService

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GroupService 是一个服务,可以让开发人员从游戏内获取 Roblox 群组的信息。

包括群组名称、描述、所有者、角色和徽章的基本信息可以使用 GroupService:GetGroupInfoAsync() 来获取。群组的盟友和敌人的列表可以使用 GroupService:GetAlliesAsync()GroupService:GetEnemiesAsync() 来获取。

GroupService 还可以用于获取玩家所属的群组列表,使用 GroupService:GetGroupsAsync() 。注意,如果开发者想要验证玩家是否在群组中,应使用 Player:IsInGroup() 函数而不是 GroupService:GetGroupsAsync()

服务具有一系列有用的应用程序,例如检查玩家是否是盟友或敌人加入游戏后。

代码示例

This code sample demonstrates how GroupService and Player:IsInGroup() can be used to determine whether a player is a member of a group, or any of its allies or enemies.

Note as GroupService:GetAlliesAsync() and GroupService:GetEnemiesAsync() use StandardPages objects a utility function is used to convert them to allies.

Group Ally/Enemy Checker

local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- define group id here
local GROUP_ID = 271454
-- utility function for dealing with pages
local function pagesToArray(pages)
local array = {}
while true do
for _, v in ipairs(pages:GetCurrentPage()) do
table.insert(array, v)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
end
return array
end
-- get lists of allies and enemies
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- convert to array
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- check to see if the player is in the group
if player:IsInGroup(GROUP_ID) then
print(player.Name .. " is a member!")
else
local isAlly, isEnemy = false, false
-- check to see if the player is in any ally groups
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isAlly = true
break
end
end
-- check to see if the player is in any enemy groups
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " is an ally!")
elseif isEnemy and not isAlly then
print(player.Name .. " is an enemy!")
elseif isEnemy and isAlly then
print(player.Name .. " is both an ally and an enemy!")
else
print(player.Name .. " is neither an ally or an enemy!")
end
end
end
-- listen for new players being added
Players.PlayerAdded:Connect(playerAdded)
-- handle players already in game
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

概要

方法

属性

方法

GetAlliesAsync

暂停

返回包含所有指定群组盟友信息的 StandardPages 对象。

这些页面不包含群组ID列表,而是包含一列群组信息表,反映了由 GroupService:GetGroupInfoAsync() 返回的格式。请参阅下面这些表的结构。


group = {
Name = "Knights of the Seventh Sanctum",
Id = 377251,
Owner = {
Name = "Vilicus",
Id = 23415609
},
EmblemUrl = "http://www.roblox.com/asset/?id=60428602",
Description = "We fight alongside the balance to make sure no one becomes to powerful",
Roles = {
[1] = {
Name = "Apprentice",
Rank = 1
},
[2] = {
Name = "Warrior",
Rank = 2
},
[3] = {
Name = "Earth Walker",
Rank = 255
}
}
}

注意,由于此函数返回了一个 StandardPages 对象而不是阵数组,开发人员可能希望将其转换为阵列以方便使用(见例子)。

该函数有一系列有用的应用程序,包括检查玩家是否是盟友群组的成员。

对敌人使用 GroupService:GetEnemiesAsync()

参数

groupId: number

群组的ID。

默认值:""

返回

代码示例

GroupService:GetAlliesAsync

local Players = game:GetService("Players")
local GroupService = game:GetService("GroupService")
local GROUP_ID = 57
-- creates a table of all of the allies of a given group
local allies = {}
local pages = GroupService:GetAlliesAsync(GROUP_ID)
while true do
for _, group in pairs(pages:GetCurrentPage()) do
table.insert(allies, group)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
end
function onPlayerAdded(player)
for _, group in pairs(allies) do
if player:IsInGroup(group.Id) then
print("Player is an ally!")
break
end
end
end
Players.PlayerAdded:Connect(onPlayerAdded)
-- handle players who joined while the allies list was still loading
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end

This code sample demonstrates how GroupService and Player:IsInGroup() can be used to determine whether a player is a member of a group, or any of its allies or enemies.

Note as GroupService:GetAlliesAsync() and GroupService:GetEnemiesAsync() use StandardPages objects a utility function is used to convert them to allies.

Group Ally/Enemy Checker

local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- define group id here
local GROUP_ID = 271454
-- utility function for dealing with pages
local function pagesToArray(pages)
local array = {}
while true do
for _, v in ipairs(pages:GetCurrentPage()) do
table.insert(array, v)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
end
return array
end
-- get lists of allies and enemies
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- convert to array
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- check to see if the player is in the group
if player:IsInGroup(GROUP_ID) then
print(player.Name .. " is a member!")
else
local isAlly, isEnemy = false, false
-- check to see if the player is in any ally groups
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isAlly = true
break
end
end
-- check to see if the player is in any enemy groups
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " is an ally!")
elseif isEnemy and not isAlly then
print(player.Name .. " is an enemy!")
elseif isEnemy and isAlly then
print(player.Name .. " is both an ally and an enemy!")
else
print(player.Name .. " is neither an ally or an enemy!")
end
end
end
-- listen for new players being added
Players.PlayerAdded:Connect(playerAdded)
-- handle players already in game
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

GetEnemiesAsync

暂停

返回一个 StandardPages 包含所有指定群组的敌人信息的对象。

这些页面不包含群组ID列表,而是包含一列群组信息表,反映了由 GroupService:GetGroupInfoAsync() 返回的格式。请参阅下面这些表的结构。


group = {
Name = "Knights of the Seventh Sanctum",
Id = 377251,
Owner = {
Name = "Vilicus",
Id = 23415609
},
EmblemUrl = "http://www.roblox.com/asset/?id=60428602",
Description = "We fight alongside the balance to make sure no one becomes to powerful",
Roles = {
[1] = {
Name = "Apprentice",
Rank = 1
},
[2] = {
Name = "Warrior",
Rank = 2
},
[3] = {
Name = "Earth Walker",
Rank = 255
}
}
}

注意,由于此函数返回了一个 StandardPages 对象而不是阵数组,开发人员可能希望将其转换为阵列以方便使用(见例子)。

该函数有一系列有用的应用程序,包括检测玩家是否是敌方组群组的成员。

对于盟友,使用 GroupService:GetAlliesAsync()

参数

groupId: number

群组的ID。

默认值:""

返回

代码示例

GroupService:GetEnemiesAsync

local Players = game:GetService("Players")
local GroupService = game:GetService("GroupService")
local GROUP_ID = 57
-- creates a list of all of the enemies of a given group
local enemies = {}
local pages = GroupService:GetEnemiesAsync(GROUP_ID)
while true do
for _, group in pairs(pages:GetCurrentPage()) do
table.insert(enemies, group)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
end
function onPlayerAdded(player)
for _, enemyGroup in pairs(enemies) do
if player:IsInGroup(enemyGroup.Id) then
print("Player is an enemy!")
break
end
end
end
Players.PlayerAdded:Connect(onPlayerAdded)
-- handle players who joined while the enemies list was still loading
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end

This code sample demonstrates how GroupService and Player:IsInGroup() can be used to determine whether a player is a member of a group, or any of its allies or enemies.

Note as GroupService:GetAlliesAsync() and GroupService:GetEnemiesAsync() use StandardPages objects a utility function is used to convert them to allies.

Group Ally/Enemy Checker

local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- define group id here
local GROUP_ID = 271454
-- utility function for dealing with pages
local function pagesToArray(pages)
local array = {}
while true do
for _, v in ipairs(pages:GetCurrentPage()) do
table.insert(array, v)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
end
return array
end
-- get lists of allies and enemies
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- convert to array
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- check to see if the player is in the group
if player:IsInGroup(GROUP_ID) then
print(player.Name .. " is a member!")
else
local isAlly, isEnemy = false, false
-- check to see if the player is in any ally groups
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isAlly = true
break
end
end
-- check to see if the player is in any enemy groups
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroup(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " is an ally!")
elseif isEnemy and not isAlly then
print(player.Name .. " is an enemy!")
elseif isEnemy and isAlly then
print(player.Name .. " is both an ally and an enemy!")
else
print(player.Name .. " is neither an ally or an enemy!")
end
end
end
-- listen for new players being added
Players.PlayerAdded:Connect(playerAdded)
-- handle players already in game
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

GetGroupInfoAsync

Variant
暂停

返回包含给定群组信息的表。

返回的表格与在 GroupService:GetAlliesAsync()GroupService:GetEnemiesAsync() 中返回的格式相同。这种格式可以在下面看到。


group = {
Name = "Knights of the Seventh Sanctum",
Id = 377251,
Owner = {
Name = "Vilicus",
Id = 23415609
},
EmblemUrl = "http://www.roblox.com/asset/?id=60428602",
Description = "We fight alongside the balance to make sure no one becomes to powerful",
Roles = {
[1] = {
Name = "Apprentice",
Rank = 1
},
[2] = {
Name = "Warrior",
Rank = 2
},
[3] = {
Name = "Earth Walker",
Rank = 255
}
}
}

注意,如果群组没有所有者,拥有者字段将设置为 nil .

该函数具有一系列有用的应用程序,包括加载群组的最新描述和标志以在群组中显示的群组基地。

参数

groupId: number

群组的群组ID。

默认值:""

返回

Variant

关于群组的信息词典。

代码示例

GroupService:GetGroupInfoAsync

local GroupService = game:GetService("GroupService")
local GROUP_ID = 377251
local group = GroupService:GetGroupInfoAsync(GROUP_ID)
print(group.Name .. " has the following roles:")
for _, role in ipairs(group.Roles) do
print("Rank " .. role.Rank .. ": " .. role.Name)
end

The code in this sample spawns a Part in the Workspace that includes a texture of the given group's emblem.

Load Group Emblem

local GroupService = game:GetService("GroupService")
local function getEmblemAsync(groupId)
local groupInfo = GroupService:GetGroupInfoAsync(groupId)
return groupInfo.EmblemUrl
end
local part = Instance.new("Part")
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(5, 5, 1)
part.Position = Vector3.new(0, 5, 0)
local decal = Instance.new("Decal")
decal.Parent = part
part.Parent = workspace
decal.Texture = getEmblemAsync(377251)

GetGroupsAsync

暂停

警告: 返回的表中的 是否在公会中 属性始终返回 错误 ,并且存在于向后兼容。公会功能在 2016 年从 Roblox 平台退出。

该函数返回包含所有群组信息的表列表,其中给定的 Player 是成员。

返回的列表将包含玩家所属的每个组的入口。这些入口是具有以下字段的表。


<th>描述</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>名称</b></td>
<td>群组的名称</td>
</tr>
<tr>
<td><b>Id</b></td>
<td>群组ID</td>
</tr>
<tr>
<td><b>徽章URL</b></td>
<td>一个资产 URL 链接到小群组的缩略图(例如:http://www.roblox.com/asset/?id=276165514)</td>
</tr>
<tr>
<td><b>徽章ID</b></td>
<td>徽章的资产ID,与徽章URL中使用的相同</td>
</tr>
<tr>
<td><b>排名</b></td>
<td>玩家拥有的 rankId(例如:所有者的 255)</td>
</tr>
<tr>
<td><b>角色</b></td>
<td>玩家群组的名称(例如:群组所有者)</td>
</tr>
<tr>
<td><b>是主要</b></td>
<td>一个 boolean,表示这是玩家的主要群组</td>
</tr>
<tr>
<td><b>是否在公会中</b></td>
<td>一个 bool 指示玩家是否属于该群组的公会</td>
</tr>
</tbody>
名称

GroupService:GetAlliesAsync()GroupService:GetEnemiesAsync() 不同的是,GetGroupsAsync返回的是一张表而不是一个 StandardPages 对象。

参数

userId: number

用户的 Player.UserId

默认值:""

返回

包含群组成员信息的一组词典是 Player 的成员。

代码示例

This code sample will print information on all of the groups a player is a member of when they join the game, using GroupService:GetGroupsAsync().

Getting the Groups that a User is A Member Of

local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
local function playerAdded(player)
-- load a list of info on all groups the player is a member of
local groups = GroupService:GetGroupsAsync(player.UserId)
for _, groupInfo in pairs(groups) do
for key, value in pairs(groupInfo) do
print(key .. ": " .. tostring(value))
end
print("--")
end
end
Players.PlayerAdded:Connect(playerAdded)
-- go through existing players
for _, player in pairs(Players:GetPlayers()) do
playerAdded(player)
end

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