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alopdops查看:14 回复:19 评论:14 创建时间:2022-04-16T19:47:34
之前有人说我水,今天直接上代码
world.onPress(async({ button, entity }) => { if(button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return; const result = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, options: ['切换武器','切换视角','脱离卡点'], });const result = await entity.player.dialog({ type: Box3DialogType.SELECT, content: `切换魔法`, options: ['剑','剑之刃','蓝之剑','圣之法杖','冰——喵','法仗','星月权杖','穹破刀','弓'] });
if (!result || result === null) return;
switch (result.index) { case 0: entity.fashuy = 1 entity.fashu = `剑` entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1.4),
}); break; case 1: entity. fashuy = 2 entity.fashu = `剑之刃` entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears1[0]); entity.player.directMessage(`切换成功`); entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑之刃.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), offset: new Box3Vector3(-0.05, 0.4 ,1.4), });
break; case 2: entity.fashu = `蓝之剑` entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears2[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/蓝之剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), });
break; case 3: entity.fashu = `圣之法杖` entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears3[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/圣之法杖.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2.5), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.2 ,0.4) });
break; case 4: entity.fashu = `冰——喵` entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears4[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/冰——喵.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 5: entity.fashu = `法仗` entity.act = 170 const handWears5= entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears5[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh:'mesh/法仗.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 6: entity.fashu = `星月权杖` entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears6[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/星月权杖.vb', orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.55, 0.4), offset: new Box3Vector3(0, 0.7 ,0.6), }); break; case 7: entity.fashu = `穹破刀` entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears7[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/穹破刀.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); } break; case 1: const result1 = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, content: `视角切换`, options: ['第一人称','第三人称'] });
if (!result1 || result1=== null) return;
switch (result1.index) { case 0: entity.player.cameraMode = 'FPS' break;
case 1: entity.player.cameraMode = 'FOLLOW' break; default: } case 2: entity.position.set(54,10,58) break; default: } });
有了这代码做出武器试验场模型明自己改!!!
Architect_皮卡awaworld.onPress(async({ button, entity }) => { if(button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return; const result = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, options: ['切换武器','切换视角','脱离卡点'], });
if (!result || result === null) return; // 判断玩家选了什么选项。 switch (result.index) { case 0:
const result = await entity.player.dialog({ type: Box3DialogType.SELECT, content: `切换魔法`, options: ['剑','剑之刃','蓝之剑','圣之法杖','冰——喵','法仗','星月权杖','穹破刀','弓'] });
if (!result || result === null) return;
switch (result.index) { case 0: entity.fashuy = 1 entity.fashu = `剑` entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1.4),
}); break; case 1: entity. fashuy = 2 entity.fashu = `剑之刃` entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears1[0]); entity.player.directMessage(`切换成功`); entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑之刃.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), offset: new Box3Vector3(-0.05, 0.4 ,1.4), });
break; case 2: entity.fashu = `蓝之剑` entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears2[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/蓝之剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), });
break; case 3: entity.fashu = `圣之法杖` entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears3[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/圣之法杖.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2.5), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.2 ,0.4) });
break; case 4: entity.fashu = `冰——喵` entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears4[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/冰——喵.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 5: entity.fashu = `法仗` entity.act = 170 const handWears5= entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears5[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh:'mesh/法仗.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 6: entity.fashu = `星月权杖` entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears6[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/星月权杖.vb', orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.55, 0.4), offset: new Box3Vector3(0, 0.7 ,0.6), }); break; case 7: entity.fashu = `穹破刀` entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears7[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/穹破刀.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); } break; case 1: const result1 = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, content: `视角切换`, options: ['第一人称','第三人称'] });
if (!result1 || result1=== null) return;
switch (result1.index) { case 0: entity.player.cameraMode = 'FPS' break;
case 1: entity.player.cameraMode = 'FOLLOW' break; default: } case 2: entity.position.set(54,10,58) break; default: } });
world.onPlayerJoin(({ entity }) => { Object.assign(entity, { particleRate: 7, particleSize: [2, 4, 8, 4, 10], particleColor: [ new Box3RGBColor(10, 9, 2), new Box3RGBColor(5, 0.25, 0.1), new Box3RGBColor(3, 0.05, 0.05), new Box3RGBColor(0, 0, 0), new Box3RGBColor(0, 0, 0), ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(2, 2, 2), }); });
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Robot一只屑代码师world.onPress(async({ button, entity }) => { if(button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return; const result = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, options: ['切换武器','切换视角','脱离卡点'], });
if (!result || result === null) return; // 判断玩家选了什么选项。 switch (result.index) { case 0:
const result = await entity.player.dialog({ type: Box3DialogType.SELECT, content: `切换魔法`, options: ['剑','剑之刃','蓝之剑','圣之法杖','冰——喵','法仗','星月权杖','穹破刀','弓'] });
if (!result || result === null) return;
switch (result.index) { case 0: entity.fashuy = 1 entity.fashu = `剑` entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1.4),
}); break; case 1: entity. fashuy = 2 entity.fashu = `剑之刃` entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears1[0]); entity.player.directMessage(`切换成功`); entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/剑之刃.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), offset: new Box3Vector3(-0.05, 0.4 ,1.4), });
break; case 2: entity.fashu = `蓝之剑` entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears2[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/蓝之剑.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), });
break; case 3: entity.fashu = `圣之法杖` entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears3[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/圣之法杖.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2.5), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.2 ,0.4) });
break; case 4: entity.fashu = `冰——喵` entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears4[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/冰——喵.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 5: entity.fashu = `法仗` entity.act = 170 const handWears5= entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears5[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh:'mesh/法仗.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); break; case 6: entity.fashu = `星月权杖` entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears6[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/星月权杖.vb', orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.55, 0.4), offset: new Box3Vector3(0, 0.7 ,0.6), }); break; case 7: entity.fashu = `穹破刀` entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND); entity.player.removeWearable(handWears7[0]); entity.player.directMessage(`切换成功`) entity.player.addWearable({ bodyPart: Box3BodyPart.RIGHT_HAND, mesh: 'mesh/穹破刀.vb', orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI/2), scale: new Box3Vector3(0.4, 0.7, 0.4), offset: new Box3Vector3(-0.05, 0.4 ,1), }); } break; case 1: const result1 = await entity.player.dialog({ type: Box3DialogType.SELECT, title: `${entity.player.name}的状态`, content: `视角切换`, options: ['第一人称','第三人称'] });
if (!result1 || result1=== null) return;
switch (result1.index) { case 0: entity.player.cameraMode = 'FPS' break;
case 1: entity.player.cameraMode = 'FOLLOW' break; default: } case 2: entity.position.set(54,10,58) break; default: } });
world.onPlayerJoin(({ entity }) => { Object.assign(entity, { particleRate: 7, particleSize: [2, 4, 8, 4, 10], particleColor: [ new Box3RGBColor(10, 9, 2), new Box3RGBColor(5, 0.25, 0.1), new Box3RGBColor(3, 0.05, 0.05), new Box3RGBColor(0, 0, 0), new Box3RGBColor(0, 0, 0), ], particleLifetime: 1, particleVelocitySpread: new Box3Vector3(2, 2, 2), }); });点赞0
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烟魂world.onPress(async({
button,
entity
}) = >{
if (button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return;
const result = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: `$ {
entity.player.name
}的状态`,
options: ['切换武器', '切换视角', '脱离卡点'],
});
if (!result || result === null) return; // 判断玩家选了什么选项。 switch (result.index) { case 0:
const result = await entity.player.dialog({
type: Box3DialogType.SELECT,
content: `切换魔法`,
options: ['剑', '剑之刃', '蓝之剑', '圣之法杖', '冰——喵', '法仗', '星月权杖', '穹破刀', '弓']
});
if (!result || result === null) return;
switch (result.index) {
case 0:
entity.fashuy = 1 entity.fashu = `剑`entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/剑.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.4, 1.4),
});
break;
case 1:
entity.fashuy = 2 entity.fashu = `剑之刃`entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears1[0]);
entity.player.directMessage(`切换成功`);
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/剑之刃.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
offset: new Box3Vector3( - 0.05, 0.4, 1.4),
});
break;
case 2:
entity.fashu = `蓝之剑`entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears2[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/蓝之剑.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.4, 1),
});
break;
case 3:
entity.fashu = `圣之法杖`entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears3[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/圣之法杖.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2.5),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.2, 0.4)
});
break;
case 4:
entity.fashu = `冰——喵`entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears4[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/冰——喵.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.4, 1),
});
break;
case 5:
entity.fashu = `法仗`entity.act = 170 const handWears5 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears5[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/法仗.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.4, 1),
});
break;
case 6:
entity.fashu = `星月权杖`entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears6[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/星月权杖.vb',
orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.55, 0.4),
offset: new Box3Vector3(0, 0.7, 0.6),
});
break;
case 7:
entity.fashu = `穹破刀`entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears7[0]);
entity.player.directMessage(`切换成功`) entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/穹破刀.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3( - 0.05, 0.4, 1),
});
}
break;
case 1:
const result1 = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: `$ {
entity.player.name
}的状态`,
content: `视角切换`,
options: ['第一人称', '第三人称']
});
if (!result1 || result1 === null) return;
switch (result1.index) {
case 0:
entity.player.cameraMode = 'FPS'
break;
case 1:
entity.player.cameraMode = 'FOLLOW'
break;
default:
}
case 2:
entity.position.set(54, 10, 58) break;
default:
}
});
world.onPlayerJoin(({
entity
}) = >{
Object.assign(entity, {
particleRate: 7,
particleSize: [2, 4, 8, 4, 10],
particleColor: [new Box3RGBColor(10, 9, 2), new Box3RGBColor(5, 0.25, 0.1), new Box3RGBColor(3, 0.05, 0.05), new Box3RGBColor(0, 0, 0), new Box3RGBColor(0, 0, 0), ],
particleLifetime: 1,
particleVelocitySpread: new Box3Vector3(2, 2, 2),
});
});点赞0
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Aoken排版
world.onPress(async ({ button,entity }) => {
if (button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead)return;
const result = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: `${entity.player.name}的状态`,
options: ['切换武器', '切换视角', '脱离卡点'],
});
if (!result || result === null) return; // 判断玩家选了什么选项。
switch (result.index) {
case 0:
const result = await entity.player.dialog({
type: Box3DialogType.SELECT,
content: `切换魔法`,
options: ['剑', '剑之刃', '蓝之剑', '圣之法杖', '冰——喵', '法仗', '星月权杖', '穹破刀', '弓']
});
if (!result || result === null) return;
switch (result.index) {
case 0:
entity.fashuy = 1
entity.fashu = `剑`
entity.act = 90
const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/剑.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.4, 1.4),
});break;
case 1:
entity.fashuy = 2
entity.fashu = `剑之刃`
entity.act = 120
const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears1[0]);
entity.player.directMessage(`切换成功`);
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/剑之刃.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
offset: new Box3Vector3(-0.05, 0.4, 1.4),
});break;
case 2:
entity.fashu = `蓝之剑`
entity.act = 105
const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears2[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/蓝之剑.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.4, 1),
});break;
case 3:
entity.fashu = `圣之法杖`
entity.act = 130
const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears3[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/圣之法杖.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2.5),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.2, 0.4)
});break;
case 4:
entity.fashu = `冰——喵`
entity.act = 150
const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears4[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/冰——喵.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.4, 1),
});break;
case 5:
entity.fashu = `法仗`
entity.act = 170
const handWears5 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears5[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/法仗.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.4, 1),
});break;
case 6:
entity.fashu = `星月权杖`
entity.act = 125
const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears6[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/星月权杖.vb',
orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.55, 0.4),
offset: new Box3Vector3(0, 0.7, 0.6),
});break;
case 7:
entity.fashu = `穹破刀`
entity.act = 135
const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
entity.player.removeWearable(handWears7[0]);
entity.player.directMessage(`切换成功`)
entity.player.addWearable({
bodyPart: Box3BodyPart.RIGHT_HAND,
mesh: 'mesh/穹破刀.vb',
orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
scale: new Box3Vector3(0.4, 0.7, 0.4),
offset: new Box3Vector3(-0.05, 0.4, 1),
});
}break;
case 1:
const result1 = await entity.player.dialog({
type: Box3DialogType.SELECT,
title: `${entity.player.name}的状态`,
content: `视角切换`,
options: ['第一人称', '第三人称']
});
if (!result1 || result1 === null) return;
switch (result1.index) {
case 0:
entity.player.cameraMode = 'FPS'
break;
case 1:
entity.player.cameraMode = 'FOLLOW'
break;
default:
}
case 2: entity.position.set(54, 10, 58);break;
default:
}
});
world.onPlayerJoin(({ entity }) => {
Object.assign(entity, {
particleRate: 7,
particleSize: [2, 4, 8, 4, 10],
particleColor: [
new Box3RGBColor(10, 9, 2),
new Box3RGBColor(5, 0.25, 0.1),
new Box3RGBColor(3, 0.05, 0.05),
new Box3RGBColor(0, 0, 0),
new Box3RGBColor(0, 0, 0),
],particleLifetime: 1,
particleVelocitySpread: new Box3Vector3(2, 2, 2),
});
});

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