闪光是几个发射粒子的类别之一。像其他类似类型的粒子发射器一样,火花对象在被父辈到一个 (例如一个 ) 或在这样的 内发射粒子。与 ParticleEmitter 类相比,闪光缺乏许多不同的自定义属性和特殊方法,例如 ParticleEmitter.Lifetime 或 ParticleEmitter:Emit() 。在紧急情况下创建快速特效有用;对于更详细的工作,建议使用 ParticleEmitter 来进行。
当Sparkles.Enabled关闭时,由此对象发射的粒子将继续渲染,直到其生命周期到期。当闪光对象的 Instance.Parent 设置为 nil (和/或 Instance:Destroy() 编辑)时,所有粒子将立即消失。如果不想要这种效果,请尝试隐藏父对象在遥远位置,然后使用 Debris 在几秒钟后移除闪光,以给最后一批粒子一个机会过期。该对象没有 ParticleEmitter:Clear() 方法,但可以将 Instance.Parent 设置为 nil 并返回到相同的对象以获得相同的效果。
闪光粒子只从BasePart中心发射到它们的父辈。将闪光对象转换为 Attachment 而不是允许父辈化粒子的起始位置的自定义
代码示例
The code sample below gives any new players sparkles that are colored the same as their torso color.
local Players = game:GetService("Players")
local function onCharacterSpawned(character)
local hrp = character:WaitForChild("HumanoidRootPart")
-- Add sparkles that are colored to the player's torso color
local sparkles = Instance.new("Sparkles")
sparkles.Parent = hrp
sparkles.SparkleColor = character:WaitForChild("Body Colors").TorsoColor.Color
sparkles.Enabled = true
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterSpawned)
end
Players.PlayerAdded:Connect(onPlayerAdded)
概要
属性
决定闪光粒子的颜色。
决定是否发出闪光。
决定闪光粒子的颜色。
属性
Color
颜色属性决定了所有由 Sparkles 对象发射的粒子的颜色(既存粒子和未来粒子)。它与 ParticleEmitter.Color 相似,除了它只有一个颜色而不是 ColorSequence 。闪光具有自然的颜色顺序,当此属性设置为白色时最为明显;闪光非常淡定地在柔和的绿色和红色之间动画;
需要注意的是,闪光具有部分ParticleEmitter.LightEmission效果,因此深色往往更透明,白色看起来更亮。
代码示例
The code sample below gives any new players sparkles that are colored the same as their torso color.
local Players = game:GetService("Players")
local function onCharacterSpawned(character)
local hrp = character:WaitForChild("HumanoidRootPart")
-- Add sparkles that are colored to the player's torso color
local sparkles = Instance.new("Sparkles")
sparkles.Parent = hrp
sparkles.SparkleColor = character:WaitForChild("Body Colors").TorsoColor.Color
sparkles.Enabled = true
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterSpawned)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Enabled
启用属性,与 ParticleEmitter.Enabled 类似,决定是否发射闪光粒子。任何已发射的粒子将继续渲染,直到其使用期过期。该属性有助于保持预制的闪光效果直到以后需要它们为止。由于闪光粒子在 Sparkle 对象的 Instance.Parent 设置为 nil 时被摧毁,这个属性有助于允许现有粒子在摧毁火焰对象之前有机会过期。请参阅下面的函数。
local Debris = game:GetService("Debris")
local part = script.Parent
function stopSparkling(sparkles)
sparkles.Enabled = false -- No more new particles
Debris:AddItem(sparkles, 4) -- Remove the object after a delay (after existing particles have expired)
end
stopSparkling(part.Sparkles)
代码示例
The code sample below gives any new players sparkles that are colored the same as their torso color.
local Players = game:GetService("Players")
local function onCharacterSpawned(character)
local hrp = character:WaitForChild("HumanoidRootPart")
-- Add sparkles that are colored to the player's torso color
local sparkles = Instance.new("Sparkles")
sparkles.Parent = hrp
sparkles.SparkleColor = character:WaitForChild("Body Colors").TorsoColor.Color
sparkles.Enabled = true
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterSpawned)
end
Players.PlayerAdded:Connect(onPlayerAdded)
LocalTransparencyModifier
SparkleColor
该属性的功能与 Sparkles.Color 相同。
闪光颜色属性决定了 Sparkles 对象发射的所有粒子的颜色(现有粒子和未来粒子)。它与 ParticleEmitter.Color 相似,除了它只有一个颜色而不是 ColorSequence 。闪光具有自然的颜色顺序,当此属性设置为白色时最为明显;闪光非常淡定地在柔和的绿色和红色之间动画;
需要注意的是,闪光具有部分ParticleEmitter.LightEmission效果,因此深色往往更透明,白色看起来更亮。
代码示例
The code sample below gives any new players sparkles that are colored the same as their torso color.
local Players = game:GetService("Players")
local function onCharacterSpawned(character)
local hrp = character:WaitForChild("HumanoidRootPart")
-- Add sparkles that are colored to the player's torso color
local sparkles = Instance.new("Sparkles")
sparkles.Parent = hrp
sparkles.SparkleColor = character:WaitForChild("Body Colors").TorsoColor.Color
sparkles.Enabled = true
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterSpawned)
end
Players.PlayerAdded:Connect(onPlayerAdded)