🛥️ VehicleWater
VehicleWater 是角色可以操控并驾驶在水面上行驶的实体,具有动态物理。

💂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 Damageable, Base Vehicle.
🧑💻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
Server/Index.lua
Boat = VehicleWater.Inherit("Boat")
Boat.name = "Boat"
Boat.image = "assets://nanos-world/Thumbnails/SK_Motorboat.jpg"
Boat.category = "water"
function Boat:Constructor(location, rotation)
self.Super:Constructor(location or Vector(), rotation or Rotator(), "nanos-world::SK_Motorboat")
self:SetDoor(0, Vector(0, 0, 0), Vector(-120, 0, 55), Rotator(-10, 0, 0), 200, -100)
end
🛠 构造函数
Default Constructor
No description provided
local my_vehiclewater = VehicleWater(location, rotation, asset, collision_type?, gravity_enabled?, defer_spawn?)
Parameters
| Type | Name | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | No description provided |
| Rotator | rotation | Required parameter | No description provided |
| SkeletalMesh Reference | asset | Required parameter | No description provided |
| CollisionType | collision_type | CollisionType.Auto | No description provided |
| boolean | gravity_enabled | true | No description provided |
| boolean | defer_spawn | false | 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
Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use.
🗿 静态函数
Inherited Entity Static Functions
VehicleWater 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
VehicleWater 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 | Gets if the local context has authority over this Entity (true if spawned by the client, false if spawned by the server) | |
| 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
VehicleWater 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) | |
| 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 | |
| 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 | 设置此 Actor 的距离优化系数 | ||
SetForce | 向该 Actor 添加一个永久的外力,设为 Vector(0, 0, 0) 可以取消 | ||
SetGravityEnabled | 设置该 Actor 是否启用重力 | ||
SetHighlightEnabled | 设置该 Actor 是否启用高亮显示,以及使用哪个高亮索引值 | ||
SetLifeSpan | 设置该 Actor 被销毁前的生存时间(秒)。经过这段时间后,Actor 将被自动销毁。 | ||
SetLocation | 设置该 Actor 在游戏世界中的位置 | ||
SetNetworkAuthority | 设置某个玩家拥有此 Actor 的网络主控 | ||
SetNetworkAuthorityAutoDistributed | 设置该 Actor 是否在玩家之间自动分配网络主控 | ||
SetOutlineEnabled | 设置该 Actor 是否启用轮廓线描边,以及使用哪个轮廓线索引值 | ||
SetRelativeLocation | 在本地空间中设置该 Actor 的相对位置(仅在此 Actor 已附加时生效) | ||
SetRelativeRotation | 在本地空间中设置该 Actor 的相对旋转(仅在此 Actor 已附加时生效) | ||
SetRenderCullDistance | 设置该 Actor 的渲染剔除距离 | ||
SetRotation | 设置该 Actor 在游戏世界中的旋转 | ||
SetScale | 设置该 Actor 的缩放比例 | ||
SetVisibility | 设置该 Actor 是否可见 | ||
TranslateTo | 在一定时间内平滑地将该 Actor 移动到某个位置 | ||
| boolean | WasRecentlyRendered | 获取该 Actor 最近是否在屏幕上被渲染过 |
Inherited Paintable Functions
VehicleWater inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/paintable
Base Paintablescripting-reference/classes/base-classes/paintable
| Returns | Name | Description | |
|---|---|---|---|
| Color | GetMaterialColorParameter | 从该 Actor 的材质中获取 Color 参数 | |
| float | GetMaterialScalarParameter | 从该 Actor 的材质中获取 Scalar 参数 | |
| string | GetMaterialTextureParameter | 从该 Actor 的材质中获取 Texture 参数 | |
| Vector | GetMaterialVectorParameter | 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 Damageable Functions
VehicleWater inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/damageable
Base Damageablescripting-reference/classes/base-classes/damageable
| Returns | Name | Description | |
|---|---|---|---|
| integer | ApplyDamage | 对该实体造成伤害 | |
| float | GetDamageMultiplier | 获取特定骨骼的伤害系数 | |
| integer | GetHealth | 获取当前生命值 | |
| integer | GetMaxHealth | 获取最大生命值 | |
| boolean | IsDead | 返回该实体是否已死亡 | |
Respawn | Respawns the Entity, filling its Health and moving it to its Initial Location | ||
SetDamageMultiplier | 更改该实体在特定骨骼上受到的伤害大小 | ||
SetHealth | 设置该实体的生命值 | ||
SetMaxHealth | 设置该实体的最大生命值 |
Inherited Vehicle Functions
VehicleWater inherits from Base Vehicle Class, sharing it's methods and functions:
Base Vehiclescripting-reference/classes/base-classes/vehicle
Base Vehiclescripting-reference/classes/base-classes/vehicle
| Returns | Name | Description | |
|---|---|---|---|
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 string | GetAllSkeletalMeshAttached | 获取附加到此实体的所有骨骼网格体 | |
| table of string | GetAllStaticMeshAttached | 获取附加到此实体的所有静态网格体 | |
| table | GetDoors | 获取所有配置的门 | |
| SkeletalMesh Reference | GetMesh | 获取资产名称 | |
| Character | GetPassenger | 获取指定座位上的乘客 | |
| table of Character | GetPassengers | 获取所有乘客 | |
PlayAnimation | 在此载具上播放动画 | ||
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 | Removes, if it exists, a SkeletalMesh from this Vehicle given its custom ID | ||
RemoveStaticMeshAttached | Removes, if it exists, a StaticMesh from this Vehicle given its custom ID | ||
SetDoor | 为载具添加一个车门 | ||
SetExplosionSettings | 配置当生命值归零时的爆炸设置 | ||
SetStaticMeshAttachedTransform | 设置已附加静态网格体的位置和旋转 |
| Returns | Name | Description | |
|---|---|---|---|
SetEngineOffset | 设置引擎的相对位置(物理推进器、声音和特效的附加位置) | ||
SetThrustStrength | 设置引擎/推进器的推力 |

SetEngineOffset
设置引擎的相对位置(物理推进器、声音和特效的附加位置)。默认值为 Vector(-200, 0, 0)
my_vehiclewater:SetEngineOffset(offset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | offset | Required parameter | No description provided |

SetThrustStrength
设置引擎/推进器的推力。默认值为 1000
my_vehiclewater:SetThrustStrength(force)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | force | Required parameter | No description provided |
🚀 事件
Inherited Entity Events
VehicleWater 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
VehicleWater 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 | Triggered when an Actor changes its dimension |
Inherited Damageable Events
VehicleWater inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/damageable
Base Damageablescripting-reference/classes/base-classes/damageable
| Name | Description | |
|---|---|---|
Death | 当实体死亡时 | |
HealthChange | When Entity has its Health changed, or because took damage or manually set through scripting or respawning | |
Respawn | 当实体重生时 | |
TakeDamage | 当此实体受到伤害时触发 |
Inherited Vehicle Events
VehicleWater inherits from Base Vehicle Class, sharing it's events:
Base Vehiclescripting-reference/classes/base-classes/vehicle
Base Vehiclescripting-reference/classes/base-classes/vehicle
| Name | Description | |
|---|---|---|
CharacterAttemptEnter | 当角色尝试进入载具时触发 | |
CharacterAttemptLeave | 当角色尝试离开载具时触发 | |
CharacterEnter | 当角色完全进入载具时触发 | |
CharacterLeave | 当角色完全离开载具时触发 | |
Hit | 当载具撞击到某物时触发 |
This class doesn't have own events.