🪤 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。

🔁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
| Type | Name | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | No description provided |
| Rotator | rotation | Required parameter | No description provided |
| Vector or float | extent | 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 |
| TriggerType | trigger_type | TriggerType.Sphere | No description provided |
| boolean | is_visible | false | 有助于调试 |
| Color | color | Color.RED | 绘制触发器边界的颜色 - 如果可见 |
| table of string | overlap_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
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
| table of Base Entity | GetAll | 返回一个包含调用此方法的类中所有实体的表 | |
| Base Entity | GetByIndex | 返回该类中指定索引处的特定实体 | |
| integer | GetCount | 返回该类当前存在的实体数量 | |
| table of table | GetInheritedClasses | 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 | |
| iterator | GetPairs | 返回一个包含该类所有实体的迭代器,用于 pairs() 循环 | |
| table or nil | GetParentClass | 如果该类是使用 继承系统 创建的,则获取其父类 | |
| table | Inherit | 使用 继承系统 继承此类 | |
| boolean | IsChildOf | 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 | |
| function | Subscribe | 为该类的所有实体订阅一个 事件 | |
| function | SubscribeRemote | 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
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
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 string | GetAllValuesKeys | 获取所有值键的列表 | |
| table | GetClass | 获取该实体的类 | |
| integer | GetID | 获取该实体的全网通用网络 ID(在客户端和服务器上相同) | |
| any | GetValue | 获取此实体上存储在给定键处的 值 | |
| boolean | HasAuthority | 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) | |
| boolean | IsA | 递归检查此实体是否继承自某个类 | |
| boolean | IsBeingDestroyed | 如果该实体正在被销毁,则返回 true | |
| boolean | IsValid | 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值 | ||
| function | Subscribe | 在这个特定实体上订阅一个事件 | |
| function | SubscribeRemote | 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
Base Actorscripting-reference/classes/base-classes/actor
| Returns | Name | Description | |
|---|---|---|---|
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 | ||
| boolean | AttachTo | 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 string | GetActorTags | 获取该 Actor 上的所有虚幻 Actor 标签 | |
| Vector | GetAngularForce | 获取该 Actor 的角外力(由 SetAngularForce() 设置) | |
| float | GetAngularVelocity | Returns the angular velocity of this Actor | |
| table of Base Actor | GetAttachedEntities | 获取附加到该 Actor 的所有 Actor | |
| Base Actor or nil | GetAttachedTo | 获取该 Actor 所附加到的父级 Actor | |
| table | GetBounds | 获取该 Actor 的边界范围 | |
| CollisionType | GetCollision | 获取该 Actor 的碰撞类型 | |
| integer | GetDimension | 获取该 Actor 的维度 | |
| float | GetDistanceFromCamera | 获取该 Actor 距离相机的距离 | |
| Vector | GetForce | 获取该 Actor 的持续外力(由 SetForce() 设置) | |
| Vector | GetLocation | 获取该 Actor 在游戏世界中的位置 | |
| float | GetMass | Returns the mass of this Actor | |
| Player or nil | GetNetworkAuthority | 获取该 Actor 的网络主控玩家 | |
| Vector | GetRelativeLocation | 如果该 Actor 已附加,获取其相对位置 | |
| Rotator | GetRelativeRotation | 如果该 Actor 已附加,获取其相对旋转 | |
| Rotator | GetRotation | 获取该 Actor 在游戏世界中的角度值 | |
| Vector | GetScale | 获取该 Actor 的缩放比例 | |
| float | GetScreenPercentage | 获取该 Actor 在屏幕中所占尺寸的百分比 | |
| table | GetSocketTransform | 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 | |
| Vector | GetVelocity | 获取该 Actor 当前的速度 | |
| boolean | HasNetworkAuthority | 如果本地玩家当前是该 Actor 的网络主控(Network Authority),则返回 true | |
| boolean | IsGravityEnabled | 如果该 Actor 启用了重力,则返回 true | |
| boolean | IsInWater | 如果该 Actor 处于水中,则返回 true | |
| boolean | IsNetworkDistributed | 如果该 Actor 当前处于网络分配状态,则返回 true | |
| boolean | IsVisible | 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 | ||
SetDistanceOptimizationMultiplier | Sets this Actor's distance optimization multiplier | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRenderCullDistance | Sets this Actor's render cull distance | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
| boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
| Returns | Name | Description | |
|---|---|---|---|
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Color | color | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector or float | extent | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| table of string | overlap_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
Base Entityscripting-reference/classes/base-classes/entity
| Name | Description | |
|---|---|---|
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
Base Actorscripting-reference/classes/base-classes/actor
| Name | Description | |
|---|---|---|
DimensionChange | 当 Actor 改变其维度时触发 | |
NetworkAuthorityChange | Triggered when an Actor changes its network authority Player | |
NetworkAuthorityChange | Triggered when the local Player gets/loses network authority over this actor |
| Name | Description | |
|---|---|---|
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
| Type | Argument | Description |
|---|---|---|
| Trigger | self | 触发器实体 |
| Base Actor | entity | 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
| Type | Argument | Description |
|---|---|---|
| Trigger | self | 触发器实体 |
| Base Actor | entity | 任何离开该触发器的 Actor |