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版本:bleeding-edge 🩸

🪤 触发器

Trigger 类是一个工具类,用于在任何实体进入某个区域时触发事件。


💂Authority
This class can be spawned on both 🟧 Client and 🟦 Server side.
🔁Network Authority Distribution
This class can't be Network Authority distributed.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.
🧑‍💻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 sphere_trigger = Trigger(Vector(-200, 100, 500), Rotator(), Vector(100), TriggerType.Sphere, true, Color(1, 0, 0))

sphere_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering)
Console.Log("Something entered my Sphere Trigger")
end)

local box_trigger = Trigger(Vector(300, 200, 500), Rotator(0, 45, 0), Vector(150, 150, 150), TriggerType.Box, true, Color(0, 1, 0))

box_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering)
Console.Log("Something entered my Box Trigger")
end)

box_trigger:Subscribe("EndOverlap", function(trigger, actor_triggering)
Console.Log("Something left my Box Trigger")
end)
(Trigger.SetOverlapOnlyClasses) Sets to only overlap Characters
my_trigger:SetOverlapOnlyClasses({ "Character", "CharacterSimple" })

🛠 构造函数

Default Constructor

No description provided

local my_trigger = Trigger(location, rotation, extent, trigger_type?, is_visible?, color?, overlap_only_classes?)

Parameters

TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
Vector or floatextent Required parameter 触发器的大小。如果使用 TriggerType.Sphere,它将被视为半径,否则视为 Vector 范围
TriggerTypetrigger_typeTriggerType.SphereNo description provided
booleanis_visiblefalse有助于调试
ColorcolorColor.RED绘制触发器边界的颜色 - 如果可见
table of stringoverlap_only_classes{}过滤触发器,使其仅与特定的类发生重叠。留空表示允许所有类

🗿 静态函数

Inherited Entity Static Functions
Trigger 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
Trigger 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
Trigger 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
ReturnsNameDescription
ForceOverlapChecking强制进行一次重叠检查,将立即触发重叠事件
SetColor设置触发器的颜色(如果可见)
SetExtent设置此触发器的范围大小(球形触发器可以接收 float 作为半径)
SetOverlapOnlyClasses设置触发器过滤器,使其仅与特定的类发生重叠。留空表示允许所有类

ForceOverlapChecking

强制进行一次重叠检查,将立即触发重叠事件
my_trigger:ForceOverlapChecking()

SetColor

设置触发器的颜色(如果可见)
my_trigger:SetColor(color)

Parameters

TypeParameterDefaultDescription
Colorcolor Required parameter No description provided

SetExtent

设置此触发器的范围大小(球形触发器可以接收 float 作为半径)
my_trigger:SetExtent(extent)

Parameters

TypeParameterDefaultDescription
Vector or floatextent Required parameter No description provided

SetOverlapOnlyClasses

设置触发器过滤器,使其仅与特定的类发生重叠。留空表示允许所有类
my_trigger:SetOverlapOnlyClasses(overlap_only_classes)

Parameters

TypeParameterDefaultDescription
table of stringoverlap_only_classes Required parameter No description provided
Trigger.SetOverlapOnlyClasses Examples
Sets to only overlap Characters
my_trigger:SetOverlapOnlyClasses({ "Character", "CharacterSimple" })

🚀 事件

Inherited Entity Events
Trigger 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
Trigger 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
NameDescription
BeginOverlap当有东西与此触发器发生重叠时触发
EndOverlap当有东西离开此触发器时触发

BeginOverlap

当有东西与此触发器发生重叠时触发
Trigger.Subscribe("BeginOverlap", function(self, entity)
-- BeginOverlap was called
end)

Arguments

TypeArgumentDescription
Triggerself触发器实体
Base Actorentity任何发生重叠的 Actor

EndOverlap

当有东西离开此触发器时触发
Trigger.Subscribe("EndOverlap", function(self, entity)
-- EndOverlap was called
end)

Arguments

TypeArgumentDescription
Triggerself触发器实体
Base Actorentity任何离开该触发器的 Actor