我正在製作一個不使用工具對象的槍引擎/系統。從本地腳本斷開模塊腳本
目前我擁有一切; 裝備 射擊 去裝備
這些槍是與他們的modulescripts模型。他們掌握着槍的統計數據和相關功能(射擊,焊接),但我碰到過一個問題
當玩家試圖裝備一支已經裝備好的槍時,他會去掉它(應該發生),但他仍然可以開除裝備不足的槍。射擊/射線投射來自槍的最後位置,然後才被裝備。
如果我再次裝備槍並開火,它會發射先前裝備的槍和配備的槍。
我該如何解決這個問題?
的裝備功能(本地腳本中)
local function equip(gun)
--[[
Check to see if the currently being equipped gun is the same as the already equipped gun. If so, destroy equipped gun and return
--]]
if curEquipped~=nil and gun.Name == curEquipped.Model.Name then
print("HI!")
player.Character:FindFirstChild(gun.Name):Destroy()
curEquipped:Weld(player.Character.Torso,false)
curEquipped = nil
return
end
local gunMod = gun.Gun
local gunModule = require(gunMod) -- not confusing at all.
local newGun = gunModule.new()
--[[
Setting curEquipped
--]]
if not curEquipped then
curEquipped = newGun
else
curEquipped:Weld(player.Character.Torso,false)
curEquipped.Model:Destroy()
curEquipped = newGun
end
gun.Parent = player.Character
newGun:Weld(player.Character.Torso,true)
mouse.Button1Down:connect(function()
fire(newGun)
end)
end
槍內的模塊腳本我測試:
local gunStats = {}
gunStats.__index = gunStats
function gunStats.new()
local newGun = {}
setmetatable(newGun,gunStats)
newGun.Welding = {}
setmetatable(newGun.Welding,newGun)
newGun.fireRate = 1
newGun.Barrel = script.Parent.Barrel
newGun.HandlePosition = script.Parent.HandlePos.Position
newGun.MaxAccuracy = .6
newGun.Accuracy = .2
newGun.Recoil = 150
newGun.Model = script.Parent
newGun.Bullet = Instance.new("Part")
newGun.Bullet.BrickColor = BrickColor.Yellow()
newGun.Bullet.Size=Vector3.new(.2,.2,1)
newGun.Bullet.Anchored = true
newGun.Bullet.CanCollide = false
newGun.mesh=Instance.new("SpecialMesh",newGun.Bullet)
newGun.mesh.MeshType="Brick"
newGun.mesh.Name = "Mesh"
newGun.mesh.Scale = Vector3.new(.5,.5,1)
newGun.IsWelded = false
newGun.Welding.WeldLeftArm = CFrame.new(-0.35, 0.4, 0.8)*CFrame.fromEulerAnglesXYZ(math.rad(280), 0, math.rad(-90))
return newGun
end
function gunStats:Weld(torso, bool)
local ls,rs=torso["Left Shoulder"],torso["Right Shoulder"]
local la,ra=torso.Parent["Left Arm"],torso.Parent["Right Arm"]
if bool then
local arm = torso.Parent["Right Arm"]
if self.Welding.WeldRightArm then
rs.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldRightArm --[[ Position of arm ]]--
end
arm = torso.Parent["Left Arm"]
if self.Welding.WeldLeftArm then
ls.Part1=nil
local weld = Instance.new("Weld", arm)
weld.Part0 = torso
weld.Part1 = weld.Parent
weld.C1 = self.Welding.WeldLeftArm --[[ Position of arm]]--
end
local weld = Instance.new("Weld",script.Parent.PrimaryPart)
weld.Part0= weld.Parent
weld.Part1= torso.Parent["Left Arm"]
weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),math.rad(90)) * CFrame.new(0,1,0)
else
for _, v in pairs(torso.Parent:GetChildren()) do
if v.Name == "Left Arm" or v.Name == "Right Arm" and v:FindFirstChild("Weld") then
v:FindFirstChild("Weld"):Destroy()
ls.Part1=la
rs.Part1=ra
end
end
end
end
function gunStats:Fire(mouse)
local function raycast(a,b)
local ray=Ray.new(a,((a-b).Unit)*999)
local hit,pos=workspace:FindPartOnRay(ray)
return hit,pos
end
local distance = (self.Barrel.Position - mouse).magnitude
local spread=(self.MaxAccuracy)*(self.Recoil/100)+(self.Accuracy)
local aim=mouse+Vector3.new(
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance),
math.random(-(spread/10)*distance,(spread/10)*distance)
)
local hit,pos=raycast(self.Barrel.Position,aim)
local b1=self.Bullet:clone()
b1.Mesh.Scale=Vector3.new(b1.Mesh.Scale.X,b1.Mesh.Scale.Y,distance)
b1.CFrame=CFrame.new(self.Barrel.Position, mouse) * CFrame.new(0, 0, -distance/2)
b1.Parent=workspace:FindFirstChild("RayIgnore") and workspace["RayIgnore"] or error("No model named RayIgnore in workspace!")
game.Debris:AddItem(b1,.1)
end
return gunStats
這必須是評論而不是答案。 – pix
@pix不,這是一個很好的答案。 – warspyking