學習
引擎類別
WorldRoot
無法建立

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概要
方法
ArePartsTouchingOthers(partList: Instances,overlapIgnored: number):boolean
Blockcast(cframe: CFrame,size: Vector3,direction: Vector3,params: RaycastParams):RaycastResult?
BulkMoveTo(partList: Instances,cframeList: {any},eventMode: Enum.BulkMoveMode):()
FindPartOnRay(ray: Ray,ignoreDescendantsInstance: Instance,terrainCellsAreCubes: boolean,ignoreWater: boolean):Tuple
已棄用
findPartOnRay(ray: Ray,ignoreDescendantsInstance: Instance,terrainCellsAreCubes: boolean,ignoreWater: boolean):Tuple
已棄用
FindPartOnRayWithIgnoreList(ray: Ray,ignoreDescendantsTable: Instances,terrainCellsAreCubes: boolean,ignoreWater: boolean):Tuple
已棄用
FindPartOnRayWithWhitelist(ray: Ray,whitelistDescendantsTable: Instances,ignoreWater: boolean):Tuple
已棄用
FindPartsInRegion3(region: Region3,ignoreDescendantsInstance: Instance,maxParts: number):{BasePart}
已棄用
findPartsInRegion3(region: Region3,ignoreDescendantsInstance: Instance,maxParts: number):{BasePart}
已棄用
FindPartsInRegion3WithIgnoreList(region: Region3,ignoreDescendantsTable: Instances,maxParts: number):{BasePart}
已棄用
FindPartsInRegion3WithWhiteList(region: Region3,whitelistDescendantsTable: Instances,maxParts: number):{BasePart}
已棄用
GetPartBoundsInBox(cframe: CFrame,size: Vector3,overlapParams: OverlapParams):{BasePart}
GetPartBoundsInRadius(position: Vector3,radius: number,overlapParams: OverlapParams):{BasePart}
IKMoveTo(part: BasePart,target: CFrame,translateStiffness: number,rotateStiffness: number,collisionsMode: Enum.IKCollisionsMode):()
IsRegion3Empty(region: Region3,ignoreDescendentsInstance: Instance):boolean
已棄用
IsRegion3EmptyWithIgnoreList(region: Region3,ignoreDescendentsTable: Instances):boolean
已棄用
Raycast(origin: Vector3,direction: Vector3,raycastParams: RaycastParams):RaycastResult?
Spherecast(position: Vector3,radius: number,direction: Vector3,params: RaycastParams):RaycastResult?
StepPhysics(dt: number,parts: Instances):()
繼承成員

API 參考
方法
ArePartsTouchingOthers
模擬存取權
WorldRoot:ArePartsTouchingOthers(
partList:Instances, overlapIgnored:number
參數
partList:Instances
overlapIgnored:number
預設值:0.000199999995
返回
範例程式碼
檢查接觸的零件
local part1 = Instance.new("Part")
part1.Name = "Part1"
part1.Anchored = true
part1.Transparency = 0.5
part1.Color = Color3.fromRGB(185, 100, 38)
part1.Size = Vector3.new(2, 2, 2)
part1.Position = Vector3.new(0, 4, 0)
part1.Parent = workspace
local part2 = Instance.new("Part")
part2.Name = "Part2"
part2.Anchored = true
part2.Transparency = 0.5
part2.Color = Color3.fromRGB(200, 10, 0)
part2.Size = Vector3.new(2, 2, 2)
part2.Position = Vector3.new(0, 5, 0)
part2.Parent = workspace
local partList = { part1 }
print(workspace:ArePartsTouchingOthers(partList, 0)) -- 真
print(workspace:ArePartsTouchingOthers(partList, 0.999)) -- 真
print(workspace:ArePartsTouchingOthers(partList, 1)) -- 假

Blockcast
平行寫入
模擬存取權
WorldRoot:Blockcast(
cframe:CFrame, size:Vector3, direction:Vector3, params:RaycastParams
參數
cframe:CFrame
size:Vector3
direction:Vector3
預設值:"RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
範例程式碼
方塊投射
local Workspace = game:GetService("Workspace")
local function castBlock()
-- 投射方塊形狀的初始位置和旋轉
local originCFrame = CFrame.new(Vector3.new(0, 50, 0))
-- 投射方塊形狀的大小
local size = Vector3.new(6, 3, 9)
-- 方塊投射的方向
local direction = -Vector3.yAxis
-- 投射的最大距離
local distance = 50
-- 投射方塊並創建其可視化
local raycastResult = Workspace:Blockcast(originCFrame, size, direction * distance)
if raycastResult then
-- 如果 RaycastResult 存在,列印其所有屬性
print(`方塊與: {raycastResult.Instance:GetFullName()} 相交`)
print(`相交位置: {raycastResult.Position}`)
print(`方塊初始位置和結果之間的距離: {raycastResult.Distance}`)
print(`相交面的法向量: {raycastResult.Normal}`)
print(`命中材質: {raycastResult.Material.Name}`)
else
print("沒有任何東西被命中")
end
end
-- 每 2 秒持續投射一個方塊
while true do
castBlock()
task.wait(2)
end

BulkMoveTo
模擬存取權
WorldRoot:BulkMoveTo(
partList:Instances, cframeList:{any}, eventMode:Enum.BulkMoveMode
):()
參數
partList:Instances
cframeList:{any}
預設值:"FireAllEvents"
返回
()

FindPartOnRay
已棄用

findPartOnRay
已棄用

FindPartOnRayWithIgnoreList
已棄用

FindPartOnRayWithWhitelist
已棄用

FindPartsInRegion3
已棄用

findPartsInRegion3
已棄用

FindPartsInRegion3WithIgnoreList
已棄用

FindPartsInRegion3WithWhiteList
已棄用

GetPartBoundsInBox
平行寫入
模擬存取權
WorldRoot:GetPartBoundsInBox(
cframe:CFrame, size:Vector3, overlapParams:OverlapParams
參數
cframe:CFrame
size:Vector3
overlapParams:OverlapParams
預設值:"OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
返回

GetPartBoundsInRadius
平行寫入
模擬存取權
WorldRoot:GetPartBoundsInRadius(
position:Vector3, radius:number, overlapParams:OverlapParams
參數
position:Vector3
radius:number
overlapParams:OverlapParams
預設值:"OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
返回

GetPartsInPart
平行寫入
模擬存取權
WorldRoot:GetPartsInPart(
part:BasePart, overlapParams:OverlapParams
參數
overlapParams:OverlapParams
預設值:"OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
返回

IKMoveTo
外掛程式安全性
模擬存取權
WorldRoot:IKMoveTo(
part:BasePart, target:CFrame, translateStiffness:number, rotateStiffness:number, collisionsMode:Enum.IKCollisionsMode
):()
參數
target:CFrame
translateStiffness:number
預設值:0.5
rotateStiffness:number
預設值:0.5
collisionsMode:Enum.IKCollisionsMode
預設值:"OtherMechanismsAnchored"
返回
()

IsRegion3Empty
已棄用

IsRegion3EmptyWithIgnoreList
已棄用

Raycast
平行寫入
模擬存取權
WorldRoot:Raycast(
origin:Vector3, direction:Vector3, raycastParams:RaycastParams
參數
origin:Vector3
direction:Vector3
raycastParams:RaycastParams
預設值:"RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
範例程式碼
射線投射
local Workspace = game:GetService("Workspace")
local function castRay()
-- 射線的原點
local originPosition = Vector3.new(0, 50, 0)
-- 射線投射的方向
local direction = -Vector3.yAxis
-- 射線的最大距離
local distance = 50
-- 發射射線並創建可視化
local raycastResult = Workspace:Raycast(originPosition, direction * distance)
if raycastResult then
-- 如果 RaycastResult 存在,列印所有屬性
print(`射線交叉的對象: {raycastResult.Instance:GetFullName()}`)
print(`交叉位置: {raycastResult.Position}`)
print(`射線原點與結果之間的距離: {raycastResult.Distance}`)
print(`交叉面法向量: {raycastResult.Normal}`)
print(`擊中的材料: {raycastResult.Material.Name}`)
else
print("沒有命中任何東西")
end
end
-- 每2秒不斷發射射線
while true do
castRay()
task.wait(2)
end

Shapecast
模擬存取權
WorldRoot:Shapecast(
part:BasePart, direction:Vector3, params:RaycastParams
參數
direction:Vector3
預設值:"RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"

Spherecast
平行寫入
模擬存取權
WorldRoot:Spherecast(
position:Vector3, radius:number, direction:Vector3, params:RaycastParams
參數
position:Vector3
radius:number
direction:Vector3
預設值:"RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}"
範例程式碼
球體射線檢測
local Workspace = game:GetService("Workspace")
local function castSphere()
-- 射出球體形狀的初始位置
local originPosition = Vector3.new(0, 50, 0)
-- 射出球體形狀的半徑(以 studs 為單位)
local radius = 10
-- 球體射出方向
local direction = -Vector3.yAxis
-- 射出的最大距離
local distance = 50
-- 射出球體並創建可視化
local raycastResult = Workspace:Spherecast(originPosition, radius, direction * distance)
if raycastResult then
-- 如果 RaycastResult 存在,打印所有屬性
print(`球體與: {raycastResult.Instance:GetFullName()} 相交`)
print(`交點位置: {raycastResult.Position}`)
print(`球體初始位置與結果之間的距離: {raycastResult.Distance}`)
print(`相交面的法向量: {raycastResult.Normal}`)
print(`碰撞的材質: {raycastResult.Material.Name}`)
else
print("沒有被擊中")
end
end
-- 每 2 秒持續射出一個球體
while true do
castSphere()
task.wait(2)
end

StepPhysics
外掛程式安全性
WorldRoot:StepPhysics(
dt:number, parts:Instances
):()
參數
parts:Instances
預設值:"{}"
返回
()
範例程式碼
步進物理
local RunService = game:GetService("RunService")
-- 可選的要模擬的部件數組;否則將模擬所有部件
local partsToSimulate
= {
workspace.Part,
}
local function simulateParts(duration)
local
time = 0.0
local stepJob
stepJob = RunService.RenderStepped:Connect(function(dt)
if time + dt > duration then
dt = duration - time
end
workspace:StepPhysics(dt, partsToSimulate)
time = time + dt
if time
>= duration then
stepJob:Disconnect()
end
end)
end
-- 在 5 秒內模擬工作區的部件,每幀步進一次
simulateParts(5.0)

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