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版本:bleeding-edge 🩸

🔪 近战

Melee 代表一个可以被角色捡起的实体,并可用于近战攻击。角色可以用预定义的持握模式双手持握它。


💂Authority
This class can only be spawned on 🟦 Server side.
🔁Network Authority Distribution
This class have the Network Authority distribution enabled and automatically handled by the server. You can override the Network Authority or disable it from automatically distributing.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable, Base Pickable.
🧑‍💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

🎒 示例

local crowbar = Melee(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"nanos-world::SM_Crowbar_01",
CollisionType.Normal,
true,
HandlingMode.SingleHandedMelee,
""
)

crowbar:SetScale(Vector(1.5, 1.5, 1.5))
crowbar:AddAnimationCharacterUse("nanos-world::AM_Mannequin_Melee_Slash_Attack")
crowbar:SetDamageSettings(0.3, 0.5)
crowbar:SetCooldown(1.0)
crowbar:SetBaseDamage(40)

🛠 构造函数

Default Constructor

No description provided

local my_melee = Melee(location, rotation, asset, collision_type?, gravity_enabled?, handling_mode?, crosshair_material?, can_use?, defer_spawn?)

Parameters

TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
StaticMesh Referenceasset Required parameter No description provided
CollisionTypecollision_typeCollisionType.AutoNo description provided
booleangravity_enabledtrueNo description provided
HandlingModehandling_modeHandlingMode.TorchNo description provided
Material Referencecrosshair_materialNo description provided
booleancan_usetrueNo description provided
booleandefer_spawnfalse传入 true 以避免立即将该实体发送给客户端,从而在你想要通过设置多个配置来调整它时提高性能。最后必须调用 FinishSpawn()
提示

nanos world provides a special Particle* called nanos-world::P_Grenade_Special which spawns different particles depending on the surface it explodes, and also if is underwater.

*This "Particle" is just a special identifier which can only be used on Grenades!

🗿 静态函数

Inherited Entity Static Functions
Melee inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base EntityGetAll返回一个包含调用此方法的类中所有实体的表
Base EntityGetByIndex返回该类中指定索引处的特定实体
integerGetCount返回该类当前存在的实体数量
table of tableGetInheritedClasses获取使用 继承系统 创建的、直接继承自该类的所有子类列表
iteratorGetPairs返回一个包含该类所有实体的迭代器,用于 pairs() 循环
table or nilGetParentClass如果该类是使用 继承系统 创建的,则获取其父类
tableInherit使用 继承系统 继承此类
booleanIsChildOf如果该类是使用 继承系统 创建的,检查此类是否为另一个类的子类
functionSubscribe为该类的所有实体订阅一个 事件
functionSubscribeRemote订阅从服务器调用的自定义远程事件
Unsubscribe退订此包内该类中此 事件 的所有回调,或者仅取消传入的特定回调

This class doesn't have own static functions.

🦠 函数

Inherited Entity Functions
Melee inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
BroadcastRemoteEvent直接在此实体上向所有玩家调用自定义远程事件
BroadcastRemoteInRadiusEvent直接针对此实体调用自定义远程事件,并将该事件传递给半径范围内的所有玩家
CallRemoteEvent直接在此实体上向特定玩家调用自定义远程事件
CallRemoteEvent直接在此实体上调用自定义远程事件
CallRemotePlayersEvent直接在此实体上调用自定义远程事件,并将事件传递给玩家列表
Destroy销毁该实体
FinishSpawn完成生成过程,如果实体是通过 defer_spawn 生成的,则将实体发送给客户端
table of stringGetAllValuesKeys获取所有值键的列表
tableGetClass获取该实体的类
integerGetID获取该实体的全网通用网络 ID(在客户端和服务器上相同)
anyGetValue获取此实体上存储在给定键处的
booleanHasAuthority获取本地上下文是否对此实体拥有主控(如果由客户端生成则为 true,由服务器生成则为 false)
booleanIsA递归检查此实体是否继承自某个类
booleanIsBeingDestroyed如果该实体正在被销毁,则返回 true
booleanIsValid如果该实体有效(即未被销毁且指向一个有效的实体),则返回 true
SetValue在此实体中设置一个
functionSubscribe在这个特定实体上订阅一个事件
functionSubscribeRemote在这个特定实体上订阅一个从服务器调用的自定义远程事件
Unsubscribe退订此包内该实体中此 事件 的所有回调,或者仅取消传入的特定回调
Inherited Actor Functions
Melee inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
AddActorTag向该 Actor 添加一个虚幻 Actor 标签
AddAngularImpulse向该 Actor 添加角冲量。适用于单次瞬间爆发
AddImpulse向该 Actor 添加冲量。适用于单次瞬间爆发
booleanAttachTo将该 Actor 附加到任何其他 Actor 上,可选择附加在特定骨骼处
Detach将该 Actor 从其附加的 Actor 上分离
table of stringGetActorTags获取该 Actor 上的所有虚幻 Actor 标签
VectorGetAngularForce获取该 Actor 的角外力(由 SetAngularForce() 设置)
floatGetAngularVelocityReturns the angular velocity of this Actor
table of Base ActorGetAttachedEntities获取附加到该 Actor 的所有 Actor
Base Actor or nilGetAttachedTo获取该 Actor 所附加到的父级 Actor
tableGetBounds获取该 Actor 的边界范围
CollisionTypeGetCollision获取该 Actor 的碰撞类型
integerGetDimension获取该 Actor 的维度
floatGetDistanceFromCamera获取该 Actor 距离相机的距离
VectorGetForce获取该 Actor 的持续外力(由 SetForce() 设置)
VectorGetLocation获取该 Actor 在游戏世界中的位置
floatGetMassReturns the mass of this Actor
Player or nilGetNetworkAuthority获取该 Actor 的网络主控玩家
VectorGetRelativeLocation如果该 Actor 已附加,获取其相对位置
RotatorGetRelativeRotation如果该 Actor 已附加,获取其相对旋转
RotatorGetRotation获取该 Actor 在游戏世界中的角度值
VectorGetScale获取该 Actor 的缩放比例
floatGetScreenPercentage获取该 Actor 在屏幕中所占尺寸的百分比
tableGetSocketTransform在给定骨骼或插槽名称的情况下,获取世界空间中的插槽变换
VectorGetVelocity获取该 Actor 当前的速度
booleanHasNetworkAuthority如果本地玩家当前是该 Actor 的网络主控(Network Authority),则返回 true
booleanIsGravityEnabled如果该 Actor 启用了重力,则返回 true
booleanIsInWater如果该 Actor 处于水中,则返回 true
booleanIsNetworkDistributed如果该 Actor 当前处于网络分配状态,则返回 true
booleanIsVisible如果该 Actor 可见,则返回 true
RemoveActorTag从该 Actor 中移除一个虚幻 Actor 标签
RotateTo在一定时间内平滑旋转该 Actor 到指定角度
SetAngularForce向该 Actor 添加一个永久的角外力,设为 Vector(0, 0, 0) 可以取消
SetCastShadow设置该 Actor 是否投射阴影
SetCollision设置该 Actor 的碰撞类型
SetDimension设置该 Actor 的维度
SetDistanceOptimizationMultiplierSets this Actor's distance optimization multiplier
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRenderCullDistanceSets this Actor's render cull distance
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
Inherited Paintable Functions
Melee inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/paintable
ReturnsNameDescription
ColorGetMaterialColorParameter从该 Actor 的材质中获取 Color 参数
floatGetMaterialScalarParameter从该 Actor 的材质中获取 Scalar 参数
stringGetMaterialTextureParameter从该 Actor 的材质中获取 Texture 参数
VectorGetMaterialVectorParameter从该 Actor 的材质中获取 Vector 参数
ResetMaterial将指定索引处的材质重置为原始材质
SetMaterial设置该 Actor 指定索引处的材质
SetMaterialColorParameter设置该 Actor 材质中的 Color 参数
SetMaterialFromCanvas将该 Actor 指定索引处的材质设为 Canvas 对象
SetMaterialFromSceneCapture将该 Actor 指定索引处的材质设为 SceneCapture 对象
SetMaterialFromWebUI将该 Actor 指定索引处的材质设为 WebUI 对象
SetMaterialScalarParameter设置该 Actor 材质中的 Scalar 参数
SetMaterialTextureParameter将该 Actor 材质中的纹理参数设为一张图像
SetMaterialVectorParameter设置该 Actor 材质中的 Vector 参数
SetPhysicalMaterial使用新的物理材质覆盖该 Actor 的物理材质
Inherited Pickable Functions
Melee inherits from Base Pickable Class, sharing it's methods and functions:
Base Pickablescripting-reference/classes/base-classes/pickable
ReturnsNameDescription
AddSkeletalMeshAttached附加一个骨骼网格体作为该实体的骨骼主姿态
AddStaticMeshAttached附加一个静态网格体到此实体
table of stringGetAllSkeletalMeshAttached获取附加到此实体的所有骨骼网格体
table of stringGetAllStaticMeshAttached获取附加到此实体的所有静态网格体
Character or nilGetHandler获取当前正手持该可拾取物的角色(如果存在)
HandlingModeGetHandlingMode获取该可拾取物的手持模式
SkeletalMesh ReferenceGetMesh获取该可拾取物使用的资产名称
PullUse拉取该可拾取物的使用状态(如果这是武器,将开始开火)
ReleaseUse释放该可拾取物的使用状态(如果这是武器,将停止开火)
RemoveAllSkeletalMeshesAttached移除所有已附加的骨骼网格体
RemoveAllStaticMeshesAttached移除所有已附加的静态网格体
RemoveSkeletalMeshAttached根据自定义 ID 移除此可拾取物上已存在的骨骼网格体(如果存在)
RemoveStaticMeshAttached根据自定义 ID 移除此可拾取物上已存在的静态网格体(如果存在)
SetAttachmentSettings设置此可拾取物的附加设置(即拾取时如何附加到角色上)
SetCanUse设置玩家在手持该可拾取物时是否可以使用它
SetCrosshairMaterial设置该可拾取物的准星材质
SetPickable设置玩家是否可以从地面上拾取该可拾取物
SetStaticMeshAttachedTransform设置已附加静态网格体的位置和旋转
ReturnsNameDescription
AddAnimationCharacterUse设置攻击时的动画
ClearAnimationsCharacterUse清除角色的攻击动画列表
table of Animation ReferenceGetAnimationsCharacterUse获取角色使用该武器时的动画
integerGetBaseDamage获取基础伤害
floatGetCooldown获取两次使用之间的冷却时间
Sound ReferenceGetSoundUse获取角色使用该武器时的声音
SetBaseDamage设置基础伤害
SetCooldown设置攻击之间的冷却时间
SetDamageSettings设置开始应用伤害和结束伤害的时间
SetImpactSound设置击中物体时的声音
SetSoundUse设置攻击时的声音

AddAnimationCharacterUse

设置攻击时的动画

你可以添加多个动画,攻击时将随机选择其中一个动画
my_melee:AddAnimationCharacterUse(asset_path, play_rate?, slot_Type?)

Parameters

TypeParameterDefaultDescription
Animation Referenceasset_path Required parameter 攻击时使用的动画
floatplay_rate?1.0
动画播放速率
AnimationSlotTypeslot_Type?AnimationSlotType.UpperBody
是在上半身播放还是全身播放

ClearAnimationsCharacterUse

清除角色的攻击动画列表
my_melee:ClearAnimationsCharacterUse()

GetAnimationsCharacterUse

获取角色使用该武器时的动画
local ret = my_melee:GetAnimationsCharacterUse()

Returns

TypeDescription
table of Animation ReferenceNo description provided

GetBaseDamage

获取基础伤害
local damage = my_melee:GetBaseDamage()

Returns

TypeDescription
integerdamage

See also SetBaseDamage.


GetCooldown

获取两次使用之间的冷却时间
local cooldown = my_melee:GetCooldown()

Returns

TypeDescription
floatcooldown

See also SetCooldown.


GetSoundUse

获取角色使用该武器时的声音
local asset_path = my_melee:GetSoundUse()

Returns

TypeDescription
Sound Referenceasset_path

See also SetSoundUse.


SetBaseDamage

设置基础伤害
my_melee:SetBaseDamage(damage?)

Parameters

TypeParameterDefaultDescription
integerdamage?
基础伤害值

See also GetBaseDamage.


SetCooldown

设置攻击之间的冷却时间
my_melee:SetCooldown(cooldown)

Parameters

TypeParameterDefaultDescription
floatcooldown Required parameter No description provided

See also GetCooldown.


SetDamageSettings

设置开始应用伤害和结束伤害的时间。在此期间,近战武器的碰撞将被启用,如果击中物体则会应用伤害
my_melee:SetDamageSettings(damage_start_time, damage_duration_time)

Parameters

TypeParameterDefaultDescription
floatdamage_start_time Required parameter 开始应用伤害的初始时间
floatdamage_duration_time Required parameter 停止应用伤害的持续时间

SetImpactSound

设置击中物体时的声音
my_melee:SetImpactSound(surface_type, asset_path, volume?, pitch?)

Parameters

TypeParameterDefaultDescription
SurfaceTypesurface_type Required parameter 应用声音的表面。使用 SurfaceType.Default 作为所有未定义表面的默认设置。注:WaterFlesh 表面已有默认声音,必须显式覆盖
Sound Referenceasset_path Required parameter 攻击时使用的声音
floatvolume?1.0
No description provided
floatpitch?1.0
No description provided

SetSoundUse

设置攻击时的声音
my_melee:SetSoundUse(asset_path)

Parameters

TypeParameterDefaultDescription
Sound Referenceasset_path Required parameter 攻击时使用的声音

See also GetSoundUse.

🚀 事件

Inherited Entity Events
Melee inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/entity
NameDescription
ClassRegister当使用 继承系统 注册一个新类时触发
Destroy当实体被销毁时触发
Spawn当实体被生成/创建时触发
ValueChange当实体通过 :SetValue() 改变了值时触发
Inherited Actor Events
Melee inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DimensionChange当 Actor 改变其维度时触发
NetworkAuthorityChangeTriggered when an Actor changes its network authority Player
NetworkAuthorityChangeTriggered when the local Player gets/loses network authority over this actor
Inherited Pickable Events
Melee inherits from Base Pickable Class, sharing it's events:
Base Pickablescripting-reference/classes/base-classes/pickable
NameDescription
Drop当角色丢弃该可拾取物时
Hit当该可拾取物撞击到某种物体时触发
Interact当角色与该可拾取物交互时触发(即尝试将其拾取)
PickUp当 Character 拾取该物品时触发
PullUse当角色按下该可拾取物的使用键时触发(即在装备此物品时单击鼠标左键)
ReleaseUse当角色松开该可拾取物的使用键时触发(即在装备此物品时松开鼠标左键)
NameDescription
Attack当角色有效地使用该近战武器进行攻击时触发

Attack

当角色有效地使用该近战武器进行攻击时触发
Melee.Subscribe("Attack", function(self, handler)
-- Attack was called
end)

Arguments

TypeArgumentDescription
MeleeselfNo description provided
CharacterhandlerNo description provided