用户:BCM墨水瓶查看:0 回复:3 评论:0 创建时间:2021-01-29T18:46:30
var areaEnterer=[];//数组
var areaEnterer2=[];
var aePointer=0;//数组指针
world.people=[]
world.onPlayerLeave(({entity}) => {
areaEnterer=entity
areaEnterer2.splice(areaEnterer2.indexOf(entity.player.name)-1,1)
aePointer--;
world.people.push(entity.player.nae,0)
});
world.onPlayerJoin(({entity})=>{
entity.enableDamage=true;
areaEnterer[aePointer]=entity;//计入名字
areaEnterer2[aePointer]=entity.player.name
aePointer++;//指针后移
world.people.push(entity.player.name)
})
var admin5=[
'BCM墨水瓶',
'我不是吉吉喵',
]
world.onPress(async({button,entity})=>{
if(admin5.includes(entity.player.name)){
if(button==='action1'){
const result=await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "系统",
titleTextColor: new Box3RGBAColor(0, 0, 0, 1),
titleBackgroundColor: new Box3RGBAColor(0.968, 0.702, 0.392, 1),
content: `${entity.player.name},选择一个选项`,
options: ['隐身','解除隐身','飞行','解除飞行','幽灵','解除幽灵','缩小','变大','击杀','进监狱','出监狱','还原大小','发光','解除发光'],
contentTextColor: new Box3RGBAColor(0, 0, 0, 1),
contentBackgroundColor: new Box3RGBAColor(1, 1, 1, 1),
})
if(!result || result === null){
entity.player.directMessage('你似乎无视了系统。');
return;
}
switch (result.index) {
case 0:
const resulta = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家隐身系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resulta || resulta === null){
entity.player.directMessage('你似乎无视了系统。');
return;
}
if(areaEnterer[resulta.index].player.name==entity.player.name){
areaEnterer[resulta.index].player.invisible=true
}else if(admin5.includes(areaEnterer[resulta.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resulta.index].player.invisible=true
}
break;
case 1:
const resultb = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家解除隐身系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultb || resultb === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultb.index].player.name==entity.player.name){
areaEnterer[resultb.index].player.invisible=false
}else if(admin5.includes(areaEnterer[resultb.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultb.index].player.invisible=false
}
break;
case 2:
const resultc = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家飞行系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultc || resultc === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultc.index].player.name==entity.player.name){
areaEnterer[resultc.index].player.canFly=true
}else
if(admin5.includes(areaEnterer[resultc.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultc.index].player.canFly=true
}
break;
case 3:
const resultd = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家解除飞行系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultd || resultd === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultd.index].player.name==entity.player.name){
areaEnterer[resultd.index].player.canFly=false
}else
if(admin5.includes(areaEnterer[resultd.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultd.index].player.canFly=false
}
break;
case 4:
const resulte = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家幽灵系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resulte || resulte === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resulte.index].player.name==entity.player.name){
areaEnterer[resulte.index].player.spectator=true
}else
if(admin5.includes(areaEnterer[resulte.index].player.name)){
return
}else{
areaEnterer[resulte.index].player.spectator= true
}
break;
case 5:
const resultf = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家解除幽灵系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultf || resultf === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultf.index].player.name==entity.player.name){
areaEnterer[resultf.index].player.spectator=true
}else
if(admin5.includes(areaEnterer[resultf.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultf.index].player.spectator=false
}
break;
case 6:
const resultg = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家缩小系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultg || resultg === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultg.index].player.name==entity.player.name){
areaEnterer[resultg.index].player.scale-=0.2
}else
if(admin5.includes(areaEnterer[resultg.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultg.index].player.scale-=0.1
}
break;
case 7:
const resulth = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家变大系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resulth || resulth === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resulth.index].player.name==entity.player.name){
areaEnterer[resulth.index].player.scale+=2
}else
if(admin5.includes(areaEnterer[resulth.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resulth.index].player.scale+=0.2
}
break;
case 8:
const resulti = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家击杀系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resulti || resulti === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resulti.index].player.name==entity.player.name){
areaEnterer[resulti.index].hurt(999)//愿意打自己也没办法
}else
if(admin5.includes(areaEnterer[resulti.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resulti.index].hurt(999)
}
break;
case 9:
const resultj = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家进监狱系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultj || resultj === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultj.index].player.name==entity.player.name){
areaEnterer[resultj.index].position.set(0,0,0)
}else
if(admin5.includes(areaEnterer[resultj.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultj.index].position.set(0,0,0)
}
break;
case 10:
const resultk = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家出监狱系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultk || resultk === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultk.index].player.name==entity.player.name){
areaEnterer[resultk.index].position.set(50,50,50)
}else
if(admin5.includes(areaEnterer[resultk.index].player.name)){
return
}else{
areaEnterer[resultk.index].scale=1
}
break;
case 11:
const resultl = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家还原大小系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultl || resultl === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultl.index].player.name==entity.player.name){
areaEnterer[resultl.index].player.scale=1
}else
if(admin5.includes(areaEnterer[resultl.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultl.index].scale=1
}
break;
case 12:
const resultm = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家发光系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultm || resultm === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultm.index].player.name==entity.player.name){
areaEnterer[resultm.index].player.emissive=999
}else
if(admin5.includes(areaEnterer[resultm.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultm.index].emissive=999
}
break;
case 13:
const resultn = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: "玩家解除发光系统",
content: `你好,${entity.player.name},选择一个玩家。`,
options: areaEnterer2,
})
if(!resultn || resultn === null){
entity.player.directMessage('你似乎无视了系统。')
return;
}
if(areaEnterer[resultn.index].player.name==entity.player.name){
areaEnterer[resultn.index].player.emissive=0
}else
if(admin5.includes(areaEnterer[resultn.index].player.name)){//这就可以跳过了
return//可以选择不跳过
}else{
areaEnterer[resultn.index].emissive=0
}
break;
default:
}
}
}
})