public class projectile : MonoBehaviour
{
void OnCollisionEnter2D(Collision2D other){
parentWeapon.launchable = true;
}
}
那么我能嵌入整个东西吗?因为... public class weaponScript : MonoBehaviour
{
public gameobject projectilePrefab;
public bool launchable;
private projectile projectileScript;
void Update{
if(launchable){
GameObject projectileIntantiated = Instantiate(projectilePrefab, firePoint.transform.position, transform.rotation);
projectileScript = projectileIntantiated.GetComponent<projectile>();
projectileScript.parentWeapon = this.gameObject.GetComponent<weaponScript>();
launchable = false;
}
}
public class projectile : MonoBehaviour
{
public weaponScript parentWeapon;
void OnCollisionEnter2D(Collision2D other){
parentWeapon.launchable = true;
}
}
在非嵌入版本中效果很好。
答案 0 :(得分:1)
Discord嵌入消息的构造不同。 send()
不是对象,而是函数,必须使用msg.edit
。您应该自己制作颜色。
`module.exports = {
name: 'lat2',
description: 'Let the Bot display latency/Response Time and API latency',
execute(message, args) {
let Embed1 = new Discord.MessageEmbed()
.setColor("#"+String(Math.floor(Math.random()*16777215).toString(16)))
.setDescription("Pinging...")
let Embed2 = new Discord.MessageEmbed()
.setColor("#"+String(Math.floor(Math.random()*16777215).toString(16)))
.setTitle("Latencies")
.setDescription(`Latency/Response Time: ${send.createdTimestamp - message.createdTimestamp}ms\nAPI latency/"Remote Response time": ${Math.round(message.client.ws.ping)}ms`)
msg.channel.send(Embed1).then(msg => {
msg.edit(Embed2);
});
}
};`