學習
引擎類別
Beam

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範例程式碼
從頭開始創建光束
-- 創建附加物
local att0 = Instance.new("Attachment")
local att1 = Instance.new("Attachment")
-- 父項為地形(也可以是其他部分)
att0.Parent = workspace.Terrain
att1.Parent = workspace.Terrain
-- 定位附加物
att0.Position = Vector3.new(0, 10, 0)
att1.Position = Vector3.new(0, 10, 10)
-- 創建光束
local beam = Instance.new("Beam")
beam.Attachment0 = att0
beam.Attachment1 = att1
-- 外觀屬性
beam.Color = ColorSequence.new({
-- 一個顏色序列從白色轉變為藍色
ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 255, 255)),
})
beam.LightEmission = 1 -- 使用加法混合
beam.LightInfluence = 0 -- 光束不受光影響
beam.Texture = "rbxasset://textures/particles/sparkles_main.dds" -- 內建的閃爍紋理
beam.TextureMode = Enum.TextureMode.Wrap -- 包裝,使長度可以由 TextureLength 設置
beam.TextureLength = 1 -- 重複的紋理為 1 立方長
beam.TextureSpeed = 1 -- 緩慢的紋理速度
beam.Transparency = NumberSequence.new({ -- 光束在末端淡出
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0.8, 0),
NumberSequenceKeypoint.new(1, 1),
})
beam.ZOffset = 0 -- 在光束位置渲染不帶偏移
-- 形狀屬性
beam.CurveSize0 = 2 -- 創建一個曲線光束
beam.CurveSize1 = -2 -- 創建一個曲線光束
beam.FaceCamera = true -- 光束從每個角度可見
beam.Segments = 10 -- 默認曲線解析度
beam.Width0 = 0.2 -- 開始時小
beam.Width1 = 2 -- 結束時大
-- 父項光束
beam.Enabled = true
beam.Parent = att0

API 參考
屬性
Attachment0
平行讀取
功能: Basic
Beam.Attachment0:Attachment

Attachment1
平行讀取
功能: Basic
Beam.Attachment1:Attachment

Brightness
平行讀取
功能: Basic
Beam.Brightness:number

Color
平行讀取
功能: Basic
Beam.Color:ColorSequence

CurveSize0
平行讀取
功能: Basic
Beam.CurveSize0:number

CurveSize1
平行讀取
功能: Basic
Beam.CurveSize1:number

Enabled
平行讀取
功能: Basic
Beam.Enabled:boolean

FaceCamera
平行讀取
功能: Basic
Beam.FaceCamera:boolean

LightEmission
平行讀取
功能: Basic
Beam.LightEmission:number

LightInfluence
平行讀取
功能: Basic
Beam.LightInfluence:number

LocalTransparencyModifier
隱藏
未複製
平行讀取
功能: Basic
Beam.LocalTransparencyModifier:number

Segments
平行讀取
功能: Basic
Beam.Segments:number

Texture
平行讀取
功能: Basic
Beam.Texture:ContentId

TextureLength
平行讀取
功能: Basic
Beam.TextureLength:number

TextureMode
平行讀取
功能: Basic
Beam.TextureMode:Enum.TextureMode

TextureSpeed
平行讀取
功能: Basic
Beam.TextureSpeed:number

Transparency
平行讀取
功能: Basic
Beam.Transparency:NumberSequence

Width0
平行讀取
功能: Basic
Beam.Width0:number

Width1
平行讀取
功能: Basic
Beam.Width1:number

ZOffset
平行讀取
功能: Basic
Beam.ZOffset:number
範例程式碼
層疊光束
-- 創建光束
local beam1 = Instance.new("Beam")
beam1.Color = ColorSequence.new(Color3.new(1, 0, 0))
beam1.FaceCamera = true
beam1.Width0 = 3
beam1.Width1 = 3
local beam2 = Instance.new("Beam")
beam2.Color = ColorSequence.new(Color3.new(0, 1, 0))
beam2.FaceCamera = true
beam2.Width0 = 2
beam2.Width1 = 2
local beam3 = Instance.new("Beam")
beam3.Color = ColorSequence.new(Color3.new(0, 0, 1))
beam3.FaceCamera = true
beam3.Width0 = 1
beam3.Width1 = 1
-- 層疊光束
beam1.ZOffset = 0
beam2.ZOffset = 0.01
beam3.ZOffset = 0.02
-- 創建附加物
local attachment0 = Instance.new("Attachment")
attachment0.Position = Vector3.new(0, -10, 0)
attachment0.Parent = workspace.Terrain
local attachment1 = Instance.new("Attachment")
attachment1.Position = Vector3.new(0, 10, 0)
attachment1.Parent = workspace.Terrain
-- 連接光束
beam1.Attachment0 = attachment0
beam1.Attachment1 = attachment1
beam2.Attachment0 = attachment0
beam2.Attachment1 = attachment1
beam3.Attachment0 = attachment0
beam3.Attachment1 = attachment1
-- 將光束作為父物件
beam1.Parent = workspace
beam2.Parent = workspace
beam3.Parent = workspace

方法
SetTextureOffset
功能: Basic
Beam:SetTextureOffset(offset:number):()
參數
offset:number
預設值:0
返回
()

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