概要
屬性
方法
活動
範例程式碼
行走攝影機搖擺效果
local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- 角色正在走動嗎?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- 減小 CameraOffset,以使其回到正常位置。
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)API 參考
屬性
AutoJumpEnabled
範例程式碼
自動跳躍切換
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local button = script.Parent
local function update()
-- 更新按鈕文字
if player.AutoJumpEnabled then
button.Text = "自動跳躍已開啟"
else
button.Text = "自動跳躍已關閉"
end
-- 反映玩家角色中的屬性,如果他們有角色
if player.Character then
local human = player.Character:FindFirstChild("Humanoid")
if human then
human.AutoJumpEnabled = player.AutoJumpEnabled
end
end
end
local function onActivated()
-- 切換自動跳躍
player.AutoJumpEnabled = not player.AutoJumpEnabled
-- 更新其他所有內容
update()
end
button.Activated:Connect(onActivated)
update()AutoRotate
範例程式碼
自動旋轉按鈕
local button = script.Parent
local enabled = true
local ON_COLOR = BrickColor.Green()
local OFF_COLOR = BrickColor.Red()
local function touchButton(humanoid)
if enabled then
enabled = false
button.BrickColor = OFF_COLOR
if humanoid.AutoRotate then
print(humanoid:GetFullName() .. " 無法再自動旋轉!")
humanoid.AutoRotate = false
else
print(humanoid:GetFullName() .. " 現在可以自動旋轉!")
humanoid.AutoRotate = true
end
task.wait(1)
button.BrickColor = ON_COLOR
enabled = true
end
end
local function onTouched(hit)
local char = hit:FindFirstAncestorWhichIsA("Model")
if char then
local humanoid = char:FindFirstChildOfClass("Humanoid")
if humanoid then
touchButton(humanoid)
end
end
end
button.Touched:Connect(onTouched)
button.BrickColor = ON_COLORCameraOffset
範例程式碼
行走攝影機搖擺效果
local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- 角色正在走動嗎?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- 減小 CameraOffset,以使其回到正常位置。
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)CollisionType
DisplayDistanceType
範例程式碼
顯示一個人形的生命值和名稱
local humanoid = script.Parent
humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.Viewer
humanoid.HealthDisplayDistance = 0
humanoid.NameDisplayDistance = 100LeftLeg
maxHealth
MaxSlopeAngle
範例程式碼
限制人形角色可以走的坡度
local player = game.Players.LocalPlayer
local char = player.CharacterAdded:wait()
local h = char:FindFirstChild("Humanoid")
h.MaxSlopeAngle = 30MoveDirection
範例程式碼
行走攝影機搖擺效果
local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- 角色正在走動嗎?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- 減小 CameraOffset,以使其回到正常位置。
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)NameOcclusion
範例程式碼
隱藏玩家名稱
local Players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.NamOcclusion = Enum.NameOcclusion.OccludeAll
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)RightLeg
Torso
方法
AddAccessory
參數
返回
()
範例程式碼
[Humanoid] 添加入飾範例
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local clockworksShades = Instance.new("Accessory")
clockworksShades.Name = "ClockworksShades"
local handle = Instance.new("Part")
handle.Name = "Handle"
handle.Size = Vector3.new(1, 1.6, 1)
handle.Parent = clockworksShades
local faceFrontAttachment = Instance.new("Attachment")
faceFrontAttachment.Name = "FaceFrontAttachment"
faceFrontAttachment.Position = Vector3.new(0, -0.24, -0.45)
faceFrontAttachment.Parent = handle
local mesh = Instance.new("SpecialMesh")
mesh.Name = "Mesh"
mesh.Scale = Vector3.new(1, 1.3, 1)
mesh.MeshId = "rbxassetid://1577360"
mesh.TextureId = "rbxassetid://1577349"
mesh.Parent = handle
humanoid:AddAccessory(clockworksShades)AddCustomStatus
AddStatus
ApplyDescription
ApplyDescriptionAsync
Humanoid:ApplyDescriptionAsync(
):()
參數
| 預設值:"Default" |
返回
()
ApplyDescriptionReset
ApplyDescriptionResetAsync
Humanoid:ApplyDescriptionResetAsync(
):()
參數
| 預設值:"Default" |
返回
()
BuildRigFromAttachments
Humanoid:BuildRigFromAttachments():()
返回
()
範例程式碼
Lua 版本的 BuildRigFromAttachments
local function createJoint(jointName, att0, att1)
local partForJoint = att1.Parent
while partForJoint and not partForJoint:IsA("BasePart") do
partForJoint = partForJoint.Parent
end
local oldJoint = partForJoint:FindFirstChild(jointName)
if oldJoint and oldJoint:IsA("AnimationConstraint") then
oldJoint.Attachment0 = att0
oldJoint.Attachment1 = att1
oldJoint.Parent = partForJoint
else
local ac = Instance.new("AnimationConstraint")
ac.Name = jointName
ac.IsKinematic = true
ac.Attachment0 = att0
ac.Attachment1 = att1
ac.Parent = partForJoint
end
end
local function collectRigAttachments(part)
local rigAttachments = {}
for _, child in pairs(part:GetChildren()) do
if child:IsA("Attachment") and child.Name:find("RigAttachment$") then
rigAttachments[child.Name] = child
end
end
-- 骨骼可能包含更深層的 RigAttachments,這些會覆蓋部件級別
-- 的那個 (R15+ 擴展骨架)。
for _, child in pairs(part:GetChildren()) do
if child:IsA("Bone") then
for _, descendant in pairs(child:GetDescendants()) do
if descendant:IsA("Attachment") and descendant.Name:find("RigAttachment$") then
rigAttachments[descendant.Name] = descendant
end
end
end
end
return rigAttachments
end
local function buildJointsFromAttachments(part, characterParts, visitedParts)
if not part or visitedParts[part] then
return
end
visitedParts[part] = true
local rigAttachments = collectRigAttachments(part)
for attachmentName, attachment in pairs(rigAttachments) do
local jointName = attachmentName:sub(1, #attachmentName - #"RigAttachment")
if not part:FindFirstChild(jointName) then
for _, characterPart in pairs(characterParts) do
if not visitedParts[characterPart] then
local matchingAttachment = characterPart:FindFirstChild(attachmentName)
if matchingAttachment and matchingAttachment:IsA("Attachment") then
createJoint(jointName, attachment, matchingAttachment)
buildJointsFromAttachments(characterPart, characterParts, visitedParts)
break
end
end
end
end
end
end
local function buildRigFromAttachments(humanoid)
local rootPart = humanoid.RootPart
assert(rootPart, "Humanoid 沒有 HumanoidRootPart.")
local characterParts = {}
for _, descendant in ipairs(humanoid.Parent:GetDescendants()) do
if descendant:IsA("BasePart") then
table.insert(characterParts, descendant)
end
end
local visitedParts = {}
buildJointsFromAttachments(rootPart, characterParts, visitedParts)
end
local humanoid = script.Parent:WaitForChild("Humanoid")
buildRigFromAttachments(humanoid)R15 套件導入器
local AssetService = game:GetService("AssetService")
local InsertService = game:GetService("InsertService")
local MarketplaceService = game:GetService("MarketplaceService")
local PACKAGE_ASSET_ID = 193700907 -- 電路斷路器
local function addAttachment(part, name, position, orientation)
local attachment = Instance.new("Attachment")
attachment.Name = name
attachment.Parent = part
if position then
attachment.Position = position
end
if orientation then
attachment.Orientation = orientation
end
return attachment
end
local function createBaseCharacter()
local character = Instance.new("Model")
local humanoid = Instance.new("Humanoid")
humanoid.Parent = character
local rootPart = Instance.new("Part")
rootPart.Name = "HumanoidRootPart"
rootPart.Size = Vector3.new(2, 2, 1)
rootPart.Transparency = 1
rootPart.Parent = character
addAttachment(rootPart, "RootRigAttachment")
local head = Instance.new("Part")
head.Name = "Head"
head.Size = Vector3.new(2, 1, 1)
head.Parent = character
local headMesh = Instance.new("SpecialMesh")
headMesh.Scale = Vector3.new(1.25, 1.25, 1.25)
headMesh.MeshType = Enum.MeshType.Head
headMesh.Parent = head
local face = Instance.new("Decal")
face.Name = "face"
face.Texture = "rbxasset://textures/face.png"
face.Parent = head
addAttachment(head, "FaceCenterAttachment")
addAttachment(head, "FaceFrontAttachment", Vector3.new(0, 0, -0.6))
addAttachment(head, "HairAttachment", Vector3.new(0, 0.6, 0))
addAttachment(head, "HatAttachment", Vector3.new(0, 0.6, 0))
addAttachment(head, "NeckRigAttachment", Vector3.new(0, -0.5, 0))
return character, humanoid
end
local function createR15Package(packageAssetId)
local packageAssetInfo = MarketplaceService:GetProductInfoAsync(packageAssetId)
local character, humanoid = createBaseCharacter()
character.Name = packageAssetInfo.Name
local assetIds = AssetService:GetAssetIdsForPackageAsync(packageAssetId)
for _, assetId in pairs(assetIds) do
local limb = InsertService:LoadAsset(assetId)
local r15 = limb:FindFirstChild("R15")
if r15 then
for _, part in pairs(r15:GetChildren()) do
part.Parent = character
end
else
for _, child in pairs(limb:GetChildren()) do
child.Parent = character
end
end
end
humanoid:BuildRigFromAttachments()
return character
end
local r15Package = createR15Package(PACKAGE_ASSET_ID)
r15Package.Parent = workspaceChangeState
參數
| 預設值:"None" |
返回
()
範例程式碼
雙重跳躍
local UserInputService = game:GetService("UserInputService")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local doubleJumpEnabled = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not doubleJumpEnabled then
task.wait(0.2)
if humanoid:GetState() == Enum.HumanoidStateType.Freefall then
doubleJumpEnabled = true
end
end
elseif newState == Enum.HumanoidStateType.Landed then
doubleJumpEnabled = false
end
end)
UserInputService.InputBegan:Connect(function(inputObject)
if inputObject.KeyCode == Enum.KeyCode.Space then
if doubleJumpEnabled then
if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
task.spawn(function()
doubleJumpEnabled = false
end)
end
end
end
end)GetAccessories
返回
範例程式碼
加載後移除配件
local Players = game:GetService("Players")
local function onPlayerAddedAsync(player)
local connection = player.CharacterAppearanceLoaded:Connect(function(character)
-- 此時所有配件都已加載
local humanoid = character:FindFirstChildOfClass("Humanoid")
local numAccessories = #humanoid:GetAccessories()
print(("銷毀 %d 個配件給 %s"):format(numAccessories, player.Name))
humanoid:RemoveAccessories()
end)
-- 確保在玩家離開後斷開我們的連接 -- 以允許玩家被垃圾收集器收集
player.AncestryChanged:Wait()
connection:Disconnect()
end
for _, player in Players:GetPlayers() do
task.spawn(onPlayerAddedAsync, player)
end
Players.PlayerAdded:Connect(onPlayerAddedAsync)GetBodyPartR15
GetLimb
參數
範例程式碼
獲取人形的肢體
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
for _, child in pairs(character:GetChildren()) do
local limb = humanoid:GetLimb(child)
if limb ~= Enum.Limb.Unknown then
print(child.Name .. " 是肢體的一部分 " .. limb.Name)
end
endGetPlayingAnimationTracks
GetState
範例程式碼
雙重跳躍
local UserInputService = game:GetService("UserInputService")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local doubleJumpEnabled = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not doubleJumpEnabled then
task.wait(0.2)
if humanoid:GetState() == Enum.HumanoidStateType.Freefall then
doubleJumpEnabled = true
end
end
elseif newState == Enum.HumanoidStateType.Landed then
doubleJumpEnabled = false
end
end)
UserInputService.InputBegan:Connect(function(inputObject)
if inputObject.KeyCode == Enum.KeyCode.Space then
if doubleJumpEnabled then
if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
task.spawn(function()
doubleJumpEnabled = false
end)
end
end
end
end)GetStateEnabled
參數
返回
範例程式碼
設定與獲取人形狀態
local humanoid = script.Parent:WaitForChild("Humanoid")
-- 設置狀態
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
-- 獲取狀態
print(humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)) -- falseGetStatuses
HasCustomStatus
HasStatus
LoadAnimation
loadAnimation
Move
返回
()
範例程式碼
向前移動一個人形
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
RunService:BindToRenderStep("move", Enum.RenderPriority.Character.Value + 1, function()
if player.Character then
local humanoid = player.Character:FindFirstChild("Humanoid")
if humanoid then
humanoid:Move(Vector3.new(0, 0, -1), true)
end
end
end)MoveTo
返回
()
範例程式碼
無限時限的人形移動
local function moveTo(humanoid, targetPoint, andThen)
local targetReached\ = false
-- 監聽人形到達其目標
local connection
connection = humanoid.MoveToFinished:Connect(function(reached)
targetReached\ = true
connection:Disconnect()
connection = nil
if andThen then
andThen(reached)
end
end)
-- 開始行走
humanoid:MoveTo(targetPoint)
-- 在一個新線程上執行以避免使函數暫停
task.spawn(function()
while not targetReached do
-- 人形仍然存在嗎?
if not (humanoid and humanoid.Parent) then
break
end
-- 目標是否已更改?
if humanoid.WalkToPoint ~= targetPoint then
break
end
-- 刷新超時
humanoid:MoveTo(targetPoint)
task.wait(6)
end
-- 如果連接仍然連接則斷開連接
if connection then
connection:Disconnect()
connection\ = nil
end
end)
end
local function andThen(reached)
print((reached\ and "目的地已達!") or "無法到達目的地!")
end
moveTo(script.Parent:WaitForChild("Humanoid"), Vector3.new(50, 0, 50), andThen)PlayEmote
RemoveAccessories
Humanoid:RemoveAccessories():()
返回
()
範例程式碼
加載後移除配件
local Players = game:GetService("Players")
local function onPlayerAddedAsync(player)
local connection = player.CharacterAppearanceLoaded:Connect(function(character)
-- 此時所有配件都已加載
local humanoid = character:FindFirstChildOfClass("Humanoid")
local numAccessories = #humanoid:GetAccessories()
print(("銷毀 %d 個配件給 %s"):format(numAccessories, player.Name))
humanoid:RemoveAccessories()
end)
-- 確保在玩家離開後斷開我們的連接 -- 以允許玩家被垃圾收集器收集
player.AncestryChanged:Wait()
connection:Disconnect()
end
for _, player in Players:GetPlayers() do
task.spawn(onPlayerAddedAsync, player)
end
Players.PlayerAdded:Connect(onPlayerAddedAsync)RemoveCustomStatus
RemoveStatus
ReplaceBodyPartR15
參數
返回
SetStateEnabled
參數
返回
()
範例程式碼
跳躍冷卻
local character = script.Parent
local JUMP_DEBOUNCE = 1
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
task.wait(JUMP_DEBOUNCE)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end
end
end)TakeDamage
參數
返回
()
範例程式碼
對一個 Humanoid 造成傷害
-- 本地玩家將會受到傷害
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid:TakeDamage(99)takeDamage
UnequipTools
Humanoid:UnequipTools():()
返回
()
活動
AnimationPlayed
ApplyDescriptionFinished
參數
Climbing
參數
範例程式碼
人形.攀爬
local Players = game:GetService("Players")
local function onCharacterClimbing(character, speed)
print(character.Name, "正在以", speed, "個 studs / 秒的速度攀爬.")
end
local function onCharacterAdded(character)
character.Humanoid.Climbing:Connect(function(speed)
onCharacterClimbing(character, speed)
end)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)CustomStatusAdded
CustomStatusRemoved
Died
範例程式碼
Humanoid.Died
local Players = game:GetService("Players")
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local function onDied()
print(player.Name, "已經死亡!")
end
humanoid.Died:Connect(onDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)HealthChanged
參數
範例程式碼
人形.HealthChanged
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local currentHealth = humanoid.Health
local function onHealthChanged(health)
local change = math.abs(currentHealth - health)
print("人形的健康", (currentHealth > health and "減少了" or "增加了"), change)
currentHealth = health
end
humanoid.HealthChanged:Connect(onHealthChanged)
end
player.CharacterAdded:Connect(onCharacterAdded)健康條
local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- 將腳本粘貼到一個 LocalScript 中,該 LocalScript
-- 被放置到一個 Frame 內部的 Frame 中
local frame = script.Parent
local container = frame.Parent
container.BackgroundColor3 = Color3.new(0, 0, 0) -- 黑色
-- 當人形的健康值變化時調用此函數
local function onHealthChanged()
local human = player.Character.Humanoid
local percent = human.Health / human.MaxHealth
-- 更改內部條的大小
frame.Size = UDim2.new(percent, 0, 1, 0)
-- 更改健康條的顏色
if percent < 0.1 then
frame.BackgroundColor3 = Color3.new(1, 0, 0) -- 黑色
elseif percent < 0.4 then
frame.BackgroundColor3 = Color3.new(1, 1, 0) -- 黃色
else
frame.BackgroundColor3 = Color3.new(0, 1, 0) -- 綠色
end
end
-- 當玩家生成時調用此函數
local function onCharacterAdded(character)
local human = character:WaitForChild("Humanoid")
-- 模式:現在更新一次,然後在健康變化時隨時更新
human.HealthChanged:Connect(onHealthChanged)
onHealthChanged()
end
-- 連接我們的生成監聽器;如果已經生成則調用它
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
endMoveToFinished
參數
範例程式碼
無限時限的人形移動
local function moveTo(humanoid, targetPoint, andThen)
local targetReached\ = false
-- 監聽人形到達其目標
local connection
connection = humanoid.MoveToFinished:Connect(function(reached)
targetReached\ = true
connection:Disconnect()
connection = nil
if andThen then
andThen(reached)
end
end)
-- 開始行走
humanoid:MoveTo(targetPoint)
-- 在一個新線程上執行以避免使函數暫停
task.spawn(function()
while not targetReached do
-- 人形仍然存在嗎?
if not (humanoid and humanoid.Parent) then
break
end
-- 目標是否已更改?
if humanoid.WalkToPoint ~= targetPoint then
break
end
-- 刷新超時
humanoid:MoveTo(targetPoint)
task.wait(6)
end
-- 如果連接仍然連接則斷開連接
if connection then
connection:Disconnect()
connection\ = nil
end
end)
end
local function andThen(reached)
print((reached\ and "目的地已達!") or "無法到達目的地!")
end
moveTo(script.Parent:WaitForChild("Humanoid"), Vector3.new(50, 0, 50), andThen)Running
參數
範例程式碼
人形角色跑步
local Players = game:GetService("Players")
local localPlayer = Players.LocalPlayer
local character = localPlayer.Character or localPlayer.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local function onRunning(speed: number)
if speed > 0 then
print(`{localPlayer.Name} 在跑步`)
else
print(`{localPlayer.Name} 停止了`)
end
end
humanoid.Running:Connect(function(speed: number)
onRunning(speed)
end)Seated
範例程式碼
找到玩家的座位
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local function onSeated(isSeated, seat)
if isSeated then
print("我現在坐在: " .. seat.Name .. "!")
else
print("我現在沒有坐在任何地方")
end
end
humanoid.Seated:Connect(onSeated)StateChanged
範例程式碼
跳躍粒子
local character = script.Parent
local primaryPart = character.PrimaryPart
-- 創建粒子
local particles = Instance.new("ParticleEmitter")
particles.Size = NumberSequence.new(1)
particles.Transparency = NumberSequence.new(0, 1)
particles.Acceleration = Vector3.new(0, -10, 0)
particles.Lifetime = NumberRange.new(1)
particles.Rate = 20
particles.EmissionDirection = Enum.NormalId.Back
particles.Enabled = false
particles.Parent = primaryPart
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
-- 監聽人類狀態
local function onStateChanged(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
particles.Enabled = true
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
particles.Enabled = false
end
end
end
humanoid.StateChanged:Connect(onStateChanged)跳躍冷卻
local character = script.Parent
local JUMP_DEBOUNCE = 1
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
task.wait(JUMP_DEBOUNCE)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end
end
end)StateEnabledChanged
參數
範例程式碼
humanoid 狀態變更檢測器
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local function onStateEnabledChanged(state, enabled)
if enabled then
print(state.Name .. " 已啟用")
else
print(state.Name .. " 已禁用")
end
end
humanoid.StateEnabledChanged:Connect(onStateEnabledChanged)StatusAdded
StatusRemoved
Touched
範例程式碼
彌達斯的觸碰
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local partInfo = {}
local debounce = false
local function onHumanoidTouched(hit, _limb)
if debounce then
return
end
if not hit.CanCollide or hit.Transparency ~= 0 then
return
end
if not partInfo[hit] then
partInfo[hit] = {
BrickColor = hit.BrickColor,
Material = hit.Material,
}
hit.BrickColor = BrickColor.new("Gold")
hit.Material = Enum.Material.Ice
debounce = true
task.wait(0.2)
debounce = false
end
end
local touchedConnection = humanoid.Touched:Connect(onHumanoidTouched)
local function onHumanoidDied()
if touchedConnection then
touchedConnection:Disconnect()
end
-- 撤銷所有的金色
for part, info in pairs(partInfo) do
if part and part.Parent then
part.BrickColor = info.BrickColor
part.Material = info.Material
end
end
end
humanoid.Died:Connect(onHumanoidDied)