用户:
Nysidla查看:3 回复:3 评论:3 创建时间:2022-10-21T14:44:40
首先历遍了所有的箱子
for(const b of world.querySelectorAll('.箱子')){
b.inbox = {'喵子弹':0,'喵子弹':0,'医疗包':0,'手雷':0}
b.enableInteract = true
b.interactRadius = 2
b.interactHint = '箱子'
}
随后就开始搞交互了……
b.inbox['喵子弹'] += selection
出错了)))))))
问题在哪里呢~
+=
+=会直接成为这样:
原本0喵子弹,加上100和1喵子弹就是()
真不错)))

我一直改……
最后灵光一闪(脑袋坏了),改成了这样:
b.inbox['喵子弹'] =+ selection
改好了)))))
后来又写了玩家拿出子弹,这下子各种方法都没办法了:
...+=.../...=...+.../...=+.../...+.../...=...+=...
后面两个瞎想的。。。。。。。
所以你们怎么么看()
全部代码:
for(const b of world.querySelectorAll('.箱子')){
b.inbox = {'喵子弹':0,'喵子弹':0,'医疗包':0,'手雷':0}
b.enableInteract = true
b.interactRadius = 2
b.interactHint = '箱子'
b.onInteract(async({entity}) => {
while(1){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'箱子',
content:`此箱子可以存放和拿走消耗品,敌方也可以打开!\n\n喵子弹${b.inbox['喵子弹']}\n喵子弹${b.inbox['喵子弹']}\n医疗包${b.inbox['医疗包']}\n手雷${b.inbox['手雷']}`,
options:['放入','拿出','退出']
})
if(!selection || selection == null){break}
if(selection && selection.value=='退出'){break}
if(selection){
if(selection.value=='放入'){
while(1){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'放入',
content:`你有:\n${entity.m1}发喵子弹\n${entity.tps}发喵子弹\n${entity.medicalkits}个医疗包\n${entity.grenade}个手雷`,
options:['放入喵子弹','放入喵子弹','放入医疗包','放入手雷','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
while(1){
if(selection.value == '放入喵子弹'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'放入喵子弹',
content:`${entity.m1}发喵子弹`
})
if(!selection || selection == null){break}
if(selection > entity.m1){
entity.player.directMessage('子弹数量不够!')
}
if(!selection <= 0 && selection <= entity.m1){
b.inbox['喵子弹'] += selection
entity.m1 -= selection
entity.player.directMessage('放入成功!')
break
}
}
if(selection.value == '放入喵子弹'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'放入喵子弹',
content:`${entity.tps}发喵子弹`,
})
if(!selection || selection == null){break}
if(selection > entity.tps){
entity.player.directMessage('子弹数量不够!')
}
if(!selection <= 0 && selection <= entity.tps){
b.inbox['喵子弹'] =+ selection
entity.tps -= selection
entity.player.directMessage('放入成功!')
break
}
}
if(selection.value == '放入医疗包'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'放入医疗包',
content:`${entity.medicalkits}个医疗包`,
})
if(!selection || selection == null){break}
if(selection > entity.medicalkits){
entity.player.directMessage('医疗包数量不够!')
}
if(!selection <= 0 && selection <= entity.medicalkits){
b.inbox['医疗包'] =+ selection
entity.medicalkits -= selection
entity.player.directMessage('放入成功!')
break
}
}
if(selection.value == '放入手雷'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'放入手雷',
content:`${entity.grenade}个手雷`,
})
if(!selection || selection == null){break}
if(selection > entity.grenade){
entity.player.directMessage('手雷数量不够!')
}
if(!selection <= 0 && selection <= entity.grenade){
b.inbox['手雷'] =+ selection
entity.grenade -= selection
entity.player.directMessage('放入成功!')
break
}
}
if(!selection || selection == null){break}
}
}
}
}
if(selection.value=='拿出'){
while(1){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'拿出',
content:`喵子弹${b.inbox['喵子弹']}\n喵子弹${b.inbox['喵子弹']}\n医疗包${b.inbox['医疗包']}\n手雷${b.inbox['手雷']}`,
options:['拿出喵子弹','拿出喵子弹','拿出医疗包','拿出手雷','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
while(1){
if(selection.value == '拿出喵子弹'){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'拿出喵子弹',
content:`有${b.inbox['喵子弹']}发喵子弹`,
options:['拿出全部','拿出一些','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
if(selection.value == '拿出全部'){
entity.m1 = entity.m1 += b.inbox['喵子弹']
b.inbox['喵子弹'] = 0
entity.player.directMessage('成功拿出!')
}
else if(selection.value == '拿出一些'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'拿出一些',
content:`拿出多少?`
})
if(!selection || selection == null){break}
if(selection > b.inbox['喵子弹']){
entity.player.directMessage('箱子里没有这么多!')
}
if(selection <= b.inbox['喵子弹'] && !selection <= 0){
entity.m1 = entity.m1 += selection
b.inbox['喵子弹'] -= selection
entity.player.directMessage('成功拿出!')
}
}
}
}
if(selection.value == '拿出喵子弹'){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'拿出喵子弹',
content:`有${b.inbox['喵子弹']}发喵子弹`,
options:['拿出全部','拿出一些','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
if(selection.value == '拿出全部'){
entity.tps += b.inbox['喵子弹']
b.inbox['喵子弹'] = 0
entity.player.directMessage('成功拿出!')
}
else if(selection.value == '拿出一些'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'拿出一些',
content:`拿出多少?`
})
if(!selection || selection == null){break}
if(selection > b.inbox['喵子弹']){
entity.player.directMessage('箱子里没有这么多!')
}
if(selection <= b.inbox['喵子弹'] && !selection <= 0){
entity.tps += selection
b.inbox['喵子弹'] -= selection
entity.player.directMessage('成功拿出!')
}
}
}
}
if(selection.value == '拿出医疗包'){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'拿出医疗包',
content:`有${b.inbox['医疗包']}个医疗包`,
options:['拿出全部','拿出一些','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
if(selection.value == '拿出全部'){
entity.medicalkits += b.inbox['医疗包']
b.inbox['医疗包'] = 0
entity.player.directMessage('成功拿出!')
}
else if(selection.value == '拿出一些'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'拿出一些',
content:`拿出多少?`
})
if(!selection || selection == null){break}
if(selection > b.inbox['医疗包']){
entity.player.directMessage('箱子里没有这么多!')
}
if(selection <= b.inbox['医疗包'] && !selection <= 0){
entity.medicalkits += selection
b.inbox['医疗包'] -= selection
entity.player.directMessage('成功拿出!')
}
}
}
}
if(selection.value == '拿出手雷'){
const selection = await entity.player.dialog({
type:Box3DialogType.SELECT,
title:'拿出手雷',
content:`有${b.inbox['手雷']}个手雷`,
options:['拿出全部','拿出一些','返回']
})
if(!selection || selection == null){break}
if(selection && selection.value=='返回'){break}
if(selection){
if(selection.value == '拿出全部'){
entity.grenade += b.inbox['手雷']
b.inbox['手雷'] = 0
entity.player.directMessage('成功拿出!')
}
else if(selection.value == '拿出一些'){
const selection = await entity.player.dialog({
type:Box3DialogType.INPUT,
title:'拿出一些',
content:`拿出多少?`
})
if(!selection || selection == null){break}
if(selection > b.inbox['手雷']){
entity.player.directMessage('箱子里没有这么多!')
}
if(selection <= b.inbox['手雷'] && !selection <= 0){
entity.grenade += selection
b.inbox['手雷'] -= selection
entity.player.directMessage('成功拿出!')
}
}
}
}
}
}
}
}
}
}
})
}
顺便看看别的错误()()()()()
求
求
求
问代码为什么这么**,一是懒(bushi,二是不会(aduiduidui