我使这段代码想的是,它允许玩家跳两次,第二跳是其领导者统计的力量,但是它甚至不允许玩家第二次跳。
local UIS = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character
local humanoid
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local time_delay = 0.2
local jump_multiplier = player.leaderstats.JumpBoost.Value
function onJumpRequest()
if not character or not humanoid or not
character:IsDescendantOf(workspace) or humanoid:GetState() ==
Enum.HumanoidStateType.Dead then
return
end
if canDoubleJump and not hasDoubleJumped then
hasDoubleJumped = true
humanoid.JumpPower = oldPower * jump_multiplier
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
local function characterAdded(new)
character = new
humanoid = new:WaitForChild("Humanoid")
hasDoubleJumped = false
canDoubleJump = false
oldPower = humanoid.JumpPower
humanoid.StateChanged:connect(function(old, new)
if new == Enum.HumanoidStateType.Landed then
canDoubleJump = false
hasDoubleJumped = false
humanoid.JumpPower = oldPower
elseif new == Enum.HumanoidStateType.Freefall then
wait(time_delay)
canDoubleJump = true
end
end)
end
if player.Character then
characterAdded(player.Character)
end
player.CharacterAdded:connect(characterAdded)
UIS.JumpRequest:connect(onJumpRequest)
我希望玩家能够跳两次,而第二次跳具有领导者统计的能力(我只说了这一点,因为它说它想要更多细节)
答案 0 :(得分:0)
LocalScript
不在game.Workspace
中执行:它们仅在客户端上运行,因此,术语“本地”;另一方面,Script
是服务器端的。
您可以使用Script
将双跳脚本(LocalScript
)放入传入玩家的角色模型中。
-- Server-side Script
local players = game:GetService("Players")
local jumpScript = script:WaitForChild("JumpScript") -- Assume the double-jump script is a LocalScript called 'JumpScript'.
players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
-- Check to make sure the character model does not already contain the double-jump script, just in case.
local clone = char:FindFirstChild("JumpScript")
if (not clone) then
clone = jumpScript:Clone()
clone.Parent = char
end
end)
end)
请注意,优良作法是将这样的服务器端脚本放入ServerScriptStorage
而不是workspace
或Lighting
中。 (您可以了解ServerScriptStorage
here的安全性。)