Sparkles

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閃光是幾種粒子發射類別之一。像其他類似粒子發射器一樣,火花對象在與父級(例如,一個>或在此父級內的一個>中)或在此父級內的一個>相關時發射粒子。與 ParticleEmitter 類比,閃光缺乏許多不同的自訂屬性和特殊方法,例如 ParticleEmitter.LifetimeParticleEmitter:Emit() 。在有限時間內創建快速特效有用;如果需要更詳細的工作,則建議使用 ParticleEmitter 來取代。

Sparkles.Enabled 被切換關閉時,這個對象發出的粒子將繼續渲染,直到它們的生命週期到期。當閃光物件的 Instance.Parent 設為 nil (和/或 Instance:Destroy() 編輯)時,所有粒子將立即消失。如果這個效果不是想要的,請試著將父對象隱藏在遠處的位置,然後使用 Debris 在幾秒鐘後移除閃光,讓最後一些粒子有機會過期。此對象沒有 ParticleEmitter:Clear() 方法,但可以將 Instance.Parent 設置為 nil 並返回到相同效果的對象。

閃光粒子只從BasePart中心發射到他們的父輩。將閃光對象轉換為 Attachment 而不是允許父母化閃光粒子的起始位置的自訂。

範例程式碼

The code sample below gives any new players sparkles that are colored the same as their torso color.

Give Sparkles

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

屬性

屬性

Color

隱藏
未複製
平行讀取

顏色屬性決定了 Sparkles 對象所發射的所有粒子的顏色 (既有粒子和未來粒子)。它的行為類似於 ParticleEmitter.Color , 除了它只有一個顏色而不是 ColorSequence 。閃光有一個自然的顏色順序應用,當此屬性設為白色時最為明顯;閃光非常微弱地在淺綠色和紅色之間動畫。

應注意,閃光有部分 ParticleEmitter.LightEmission 效果,因此黑暗顏色傾向於更透明,白色顏色看起來非常亮。

範例程式碼

The code sample below gives any new players sparkles that are colored the same as their torso color.

Give Sparkles

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

平行讀取

啟用屬性,像 ParticleEmitter.Enabled 一樣,決定是否發射閃光粒子。任何已發射的粒子將繼續渲染直到其生命時間到期為止。此屬性有助於在稍後需要時將預製的閃光效果保持關閉。閃光粒子在 Sparkle 對物件的 Instance.Parent 設置為 nil 時被摧毀,因此此屬性有助於允許現有粒子在摧毀火焰對象之前有機會過期。請參閱下面的功能。


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)

範例程式碼

The code sample below gives any new players sparkles that are colored the same as their torso color.

Give Sparkles

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

隱藏
未複製
平行讀取

SparkleColor

平行讀取

此屬性功能與 Sparkles.Color 相同。

閃光顏色屬性決定了所有由 Sparkles 對象發射的粒子的顏色(既存的粒子和未來的粒子)。它的行為類似於 ParticleEmitter.Color , 除了它只有一個顏色而不是 ColorSequence 。閃光有一個自然的顏色順序應用,當此屬性設為白色時最為明顯;閃光非常微弱地在淺綠色和紅色之間動畫。

應注意,閃光有部分 ParticleEmitter.LightEmission 效果,因此黑暗顏色傾向於更透明,白色顏色看起來非常亮。

範例程式碼

The code sample below gives any new players sparkles that are colored the same as their torso color.

Give Sparkles

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)

TimeScale

平行讀取

方法

活動