学习
引擎类
GroupService
无法创建
服务
未复制

*此内容使用人工智能(Beta)翻译,可能包含错误。若要查看英文页面,请点按 此处


概要
继承成员
代码示例
群组盟友/敌人检查器
local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- 在此定义组 ID
local GROUP_ID = 271454
-- 处理页面的实用函数
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
-- 获取盟友和敌人的列表
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- 转换为数组
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- 检查玩家是否在组中
if player:IsInGroupAsync(GROUP_ID) then
print(player.Name .. " 是成员!")
else
local isAlly, isEnemy = false, false
-- 检查玩家是否在任何盟友组中
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isAlly = true
break
end
end
-- 检查玩家是否在任何敌人组中
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " 是盟友!")
elseif isEnemy and not isAlly then
print(player.Name .. " 是敌人!")
elseif isEnemy and isAlly then
print(player.Name .. " 是盟友和敌人!")
else
print(player.Name .. " 既不是盟友也不是敌人!")
end
end
end
-- 监听新增玩家
Players.PlayerAdded:Connect(playerAdded)
-- 处理已经在游戏中的玩家
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

API 参考
方法
GetAlliesAsync
暂停
功能: Groups
GroupService:GetAlliesAsync(groupId:number):StandardPages
参数
groupId:number
代码示例
GroupService:获取所有盟友异步
local Players = game:GetService("Players")
local GroupService = game:GetService("GroupService")
local GROUP_ID = 57
-- 创建给定组的所有盟友的表
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:IsInGroupAsync(group.Id) then
print("玩家是盟友!")
break
end
end
end
Players.PlayerAdded:Connect(onPlayerAdded)
-- 处理在盟友列表仍在加载时加入的玩家
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
群组盟友/敌人检查器
local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- 在此定义组 ID
local GROUP_ID = 271454
-- 处理页面的实用函数
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
-- 获取盟友和敌人的列表
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- 转换为数组
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- 检查玩家是否在组中
if player:IsInGroupAsync(GROUP_ID) then
print(player.Name .. " 是成员!")
else
local isAlly, isEnemy = false, false
-- 检查玩家是否在任何盟友组中
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isAlly = true
break
end
end
-- 检查玩家是否在任何敌人组中
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " 是盟友!")
elseif isEnemy and not isAlly then
print(player.Name .. " 是敌人!")
elseif isEnemy and isAlly then
print(player.Name .. " 是盟友和敌人!")
else
print(player.Name .. " 既不是盟友也不是敌人!")
end
end
end
-- 监听新增玩家
Players.PlayerAdded:Connect(playerAdded)
-- 处理已经在游戏中的玩家
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

GetEnemiesAsync
暂停
功能: Groups
GroupService:GetEnemiesAsync(groupId:number):StandardPages
参数
groupId:number
代码示例
群组服务:获取敌人异步
local Players = game:GetService("Players")
local GroupService = game:GetService("GroupService")
local GROUP_ID = 57
-- 创建给定组所有敌人的列表
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:IsInGroupAsync(enemyGroup.Id) then
print("玩家是敌人!")
break
end
end
end
Players.PlayerAdded:Connect(onPlayerAdded)
-- 处理在敌人列表仍在加载时加入的玩家
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
群组盟友/敌人检查器
local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
-- 在此定义组 ID
local GROUP_ID = 271454
-- 处理页面的实用函数
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
-- 获取盟友和敌人的列表
local alliesPages = GroupService:GetAlliesAsync(GROUP_ID)
local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID)
-- 转换为数组
local allies = pagesToArray(alliesPages)
local enemies = pagesToArray(enemiesPages)
local function playerAdded(player)
-- 检查玩家是否在组中
if player:IsInGroupAsync(GROUP_ID) then
print(player.Name .. " 是成员!")
else
local isAlly, isEnemy = false, false
-- 检查玩家是否在任何盟友组中
for _, groupInfo in ipairs(allies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isAlly = true
break
end
end
-- 检查玩家是否在任何敌人组中
for _, groupInfo in ipairs(enemies) do
local groupId = groupInfo.Id
if player:IsInGroupAsync(groupId) then
isEnemy = true
break
end
end
if isAlly and not isEnemy then
print(player.Name .. " 是盟友!")
elseif isEnemy and not isAlly then
print(player.Name .. " 是敌人!")
elseif isEnemy and isAlly then
print(player.Name .. " 是盟友和敌人!")
else
print(player.Name .. " 既不是盟友也不是敌人!")
end
end
end
-- 监听新增玩家
Players.PlayerAdded:Connect(playerAdded)
-- 处理已经在游戏中的玩家
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end

GetGroupInfoAsync
暂停
功能: Groups
GroupService:GetGroupInfoAsync(groupId:number):Variant
参数
groupId:number
返回
Variant
代码示例
GroupService:获取组信息异步
local GroupService = game:GetService("GroupService")
local GROUP_ID = 377251
local group = GroupService:GetGroupInfoAsync(GROUP_ID)
print(group.Name .. " 拥有以下角色:")
for _, role in ipairs(group.Roles) do
print("等级 " .. role.Rank .. ": " .. role.Name)
end
加载群组徽章
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.ColorMapContent = Content.fromUri(getEmblemAsync(377251))

GetGroupsAsync
暂停
功能: Groups
GroupService:GetGroupsAsync(userId:User):{any}
参数
userId:User
返回
代码示例
获取用户所加入的群组
local GroupService = game:GetService("GroupService")
local Players = game:GetService("Players")
local function playerAdded(player)
-- 加载玩家所加入的所有群组的信息列表
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)
-- 遍历现有玩家
for _, player in pairs(Players:GetPlayers()) do
playerAdded(player)
end

GetRolesInGroupAsync
暂停
功能: Groups
GroupService:GetRolesInGroupAsync(
userId:User, groupId:number
):Variant
参数
userId:User
groupId:number
返回
Variant

PromptJoinAsync
暂停
功能: Groups
GroupService:PromptJoinAsync(groupId:number):Enum.GroupMembershipStatus
参数
groupId:number
代码示例
提示玩家加入一个组
local GroupService = game:GetService("GroupService")
local GROUP_ID = 377251
-- 此操作应在客户端脚本中完成
local success, result = pcall(function()
return GroupService:PromptJoinAsync(GROUP_ID)
end)
if success then
if result == Enum.GroupMembershipStatus.Joined then
print("玩家已加入该组!")
elseif result == Enum.GroupMembershipStatus.JoinRequestPending then
print("玩家有一个未处理的加入请求")
elseif result == Enum.GroupMembershipStatus.AlreadyMember then
print("已经是成员")
else
print("未加入或不符合条件")
end
else
warn("提示失败:", result)
end

©2026 Roblox Corporation、Roblox、Roblox 标志及 Powering Imagination 是我们在美国及其他国家或地区的注册与未注册商标。