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azzzz代码师

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【云·夏令营】师徒活动暑期奖励开启啦 中回复

签到

2020-08-24T18:42:24 点赞:0

我能加入猫和老鼠工作室吗?谢谢。 中回复

可以

2020-08-24T18:57:53 点赞:0

岛3代码师的代码教程 中回复

var wanjia = []

 

world.onPlayerJoin(({entity}) => {

entity.player.maxHp = 100

entity.player.Hp = 100

entity.player.coin = 0

entity.player.jurisdiction = ‘玩家’

if (entity.player.name == ‘许嘉茗’){

world.say(本图独家代码顾问(兼代码师)${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘本图独家代码顾问(兼代码师)’)

entity.player.jurisdiction = ‘本图独家代码顾问(兼代码师)’

}else if (entity.player.name == ‘玉耒.ZHYUE’){

world.say(本图作者${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘作者’)

entity.player.jurisdiction = ‘作者’

}else if (entity.player.name == ‘奇异果博士’){

world.say(本图管喵${entity.player.name}来到了地图!大家欢迎!)

entity.addTag(‘管喵’)

entity.player.jurisdiction = ‘管喵’

}

})

 

world.onChat(async ({ entity, message }) => {

if (admin.includes(entity.player.name) && (entity.player.jurisdiction == ‘作者’ ||

entity.player.jurisdiction == ‘管喵’ || entity.player.jurisdiction == ‘本图独家代码顾问(兼代码师)’)) {

if (message == ‘作者权限’) { world.say(‘作者特权:特殊功能包含日出、天亮、傍晚、天黑变大、变小、还原大小、飞行、解除飞行、隐身、现身、隐藏名字、显示名字、幽灵模式、解除幽灵、发光、还原发光、反光、还原反光、变红色、变蓝色、变绿色、变黄色、变浅蓝色、还原颜色、全部还原、封神,禁言(例如:禁言+禁言者名字)、解除禁言(例如:解除禁言+被禁言者名字),提示(禁言和禁言者名字间不要加空格)设置临时管喵,删除临时管喵,查看临时管喵名单,发布公告,踢出(例如:踢出+踢出者名字),关闭粒子特效、开启粒子特效、变彩虹,清屏,击杀(例如:击杀+击杀名字),加金币,金币清0,重置服务器,重置方块倒计时,进监狱(例如:进监狱+进监狱玩家的名字),出监狱(例如:出监狱+出监狱玩家的名字),手动添喵誉值,手动减少信誉值,作者权限选项版’)}

if (message == ‘变大’) { entity.player.scale = 1.5; world.say(‘作者’ + entity.player.name + ‘变大了’) }

if (message == ‘变小’) { entity.player.scale = 0.5; world.say(‘作者’ + entity.player.name + ‘变小了’) }

if (message == ‘还原大小’) { entity.player.scale = 1; world.say(‘作者’ + entity.player.name + ‘还原了大小’) }

if (message == ‘飞行’) { entity.player.canFly = true; world.say(‘作者’ + entity.player.name + ‘开启了飞行模式’) }

if (message == ‘关闭飞行’) { entity.player.canFly = false; world.say(‘作者’ + entity.player.name + ‘关闭了飞行模式’) }

if (message == ‘加速’) {

entity.player.walkSpeed += 300

entity.player.runSpeed += 190

entity.player.flySpeed += 100

world.say(‘作者’ + entity.player.name + ‘ clock up’)

}

if (message == ‘隐身’) { entity.player.invisible = true; world.say(‘作者’ + entity.player.name + ‘隐身’) }

if (message == ‘现身’) { entity.player.invisible = false; world.say(‘作者’ + entity.player.name + ‘现身了’) }

if (message == ‘隐藏名字’) { entity.player.showName = false; world.say(‘作者’ + entity.player.name + ‘隐藏了名字’) }

if (message == ‘显示名字’) { entity.player.showName = true; world.say(‘作者’ + entity.player.name + ‘显示了名字’) }

if (message == ‘幽灵模式’) { entity.player.spectator = true; world.say(‘作者’ + entity.player.name + ‘开启了幽灵模式’) }

if (message == ‘关闭幽灵’) { entity.player.spectator = false; world.say(‘作者’ + entity.player.name + ‘关闭了幽灵模式’) }

if (message == ‘发光’) { entity.player.emissive = 1; world.say(‘作者’ + entity.player.name + ‘开启了发光效果’) }

if (message == ‘还原发光’) { entity.player.emissive = 0; world.say(‘作者’ + entity.player.name + ‘还原了发光效果’) }

if (message == ‘反光’) { entity.player.shininess = 1; world.say(‘作者’ + entity.player.name + ‘开启了反光效果’) }

if (message == ‘关闭反光’) { entity.player.shininess = 0; world.say(‘作者’ + entity.player.name + ‘还原了反光效果’) }

if (message == ‘变红色’) { entity.player.color.set(1, 0, 0); world.say(‘作者’ + entity.player.name + ‘变成了红色’) }

if (message == ‘变绿色’) { entity.player.color.set(0, 1, 0); world.say(‘作者’ + entity.player.name + ‘变成了绿色’) }

if (message == ‘变蓝色’) { entity.player.color.set(0, 0, 1); world.say(‘作者’ + entity.player.name + ‘变成了蓝色’) }

if (message == ‘变黄色’) { entity.player.color.set(1, 1, 0); world.say(‘作者’ + entity.player.name + ‘变成了黄色’) }

if (message == ‘变浅蓝色’) { entity.player.color.set(0, 1, 1); world.say(‘作者’ + entity.player.name + ‘变成了浅蓝色’) }

if (message == ‘还原颜色’) { entity.player.color.set(1, 1, 1); world.say(‘作者’ + entity.player.name + ‘还原了颜色’) }

if (message === “日出”) { world.sunPhase = 0; entity.player.directMessage(‘已设置到日出’) }

if (message === “天亮”) { world.sunPhase = 0.25; entity.player.directMessage(‘已设置到天亮’) }

if (message === “傍晚”) { world.sunPhase = 0.5; entity.player.directMessage(‘已设置到傍晚’) }

if (message === “天黑”) { world.sunPhase = 0.75; entity.player.directMessage(‘已设置到天黑’) }

if (message == ‘封神’) {

entity.player.invisible = true;

entity.player.showName = false;

entity.player.spectator = true;

entity.atta = 1;

entity.player.canFly = true;

entity.player.walkSpeed += 500;

entity.player.runSpeed += 500;

entity.player.flySpeed += 500;

entity.player.jumpPower = 5;

Object.assign(entity, {

particleRate: 1000,//粒子数量,可更改,越大粒子越多

particleSize: [1, 3, 5, 3, 1],//粒子在每个阶段的大小,可更改

particleColor: [//例子在每个阶段的颜色,可更改

new Box3RGBColor(6, 0, 0),//第一阶段

new Box3RGBColor(5, 0, 0),//第二阶段

new Box3RGBColor(5, 0, 0),//第三阶段

new Box3RGBColor(8, 6, 0),//第四阶段

new Box3RGBColor(9, 0, 0),//第五阶段

],

particleLifetime: 0.4,

particleVelocitySpread: new Box3Vector3(2, 2, 2),

});

world.say(‘作者’ + entity.player.name + ‘封神了!’)

};

if (message == ‘清屏’) {

for (let x = 0; x < 50; x++) {

world.say(‘清屏中······’)

}

for (let x = 0; x < 1000; x++) {

world.say(‘’)

}

world.say(‘清屏完成’)

}

if (message.startsWith(‘击杀’)) {

if (message.slice(4) == entity.player.name) {

entity.player.directMessage(‘无法击杀自己,请重新尝试!’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(4)) {

x.player.directMessage(‘击杀’)

world.say(玩家${x.player.name}被作者${entity.player.name}击杀了)

x.player.hp -= 999999999999999999999

}

})

}

}

if (message == ‘全部还原’) {

entity.player.scale = 1;

entity.player.canFly = false;

entity.player.showName = true;

entity.player.spectator = false;

entity.player.invisible = false;

entity.player.emissive = 0;

entity.player.shininess = 0;

entity.player.color.set(1, 1, 1);

Object.assign(entity, { particleRate: 250, });

world.say(entity.player.name + ‘全部还原了’);

}

if (message.startsWith(‘禁言’)) {

if (message.slice(2) == entity.player.name) {

entity.player.directMessage(‘这么想禁言自己??’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(2)) {

x.player.dialog({

type:Box3DialogType.TEXT,

title:’系统’,

content:你已被作者${entity.player.name}禁言,请等待作者${entity.player.name}解除禁言!,

})

world.say(玩家${x.player.name}犯了错,被作者${entity.player.name}禁言了)

x.player.muted = true

}

})

}

}

if (message.startsWith(‘解除禁言’)) {

if (message.slice(4) == entity.player.name) {

entity.player.directMessage(‘无法解除禁言自己’)

} else {

world.querySelectorAll(‘player’).forEach((x) => {

if (x.player.name == message.slice(4)) {

x.player.dialog({

type:Box3DialogType.TEXT,

title:’系统’,

content:你已被作者${entity.player.name}解除禁言,下次不要再乱说话了!,

})

world.say(玩家${x.player.name}被作者${entity.player.name}解除禁言了!)

x.player.muted = false

}

})

}

}if (message == ‘设置临时管喵’){

const result = await entity.player.dialog({

type: Box3DialogType.INPUT,

title: “系统”,

titleTextColor: new Box3RGBAColor(1, 1, 1, 1),

titleBackgroundColor: new Box3RGBAColor(0, 0, 0, 0.98),

content: 亲爱的作者${entity.player.name},你要给谁临时权限呢?,

confirmText: ‘确定’, // 确定按钮上面的文字。按下确定按钮后,提交回答。

placeholder: ‘输入那个人的名字’, // 输入框背景上的提示文字。

contentTextColor: new Box3RGBAColor(1, 1, 1, 1),

contentBackgroundColor: new Box3RGBAColor(0, 0, 0, 0.98),

lookEye: entity.position.add(entity.player.facingDirection.scale(5)),

lookTarget: entity,

});

2022-05-24T11:52:04 点赞:0

岛3代码师的代码教程 中回复

for (const e of world.querySelectorAll('*')) {//遍历所有实体

    if (e.id.startsWith('存档点')) {//如果当前实体名左边部分刚好是"存档点", 比如 存档点-1 存档点-2...

        e.collides = true //开启碰撞

        e.fixed = true //固定实体不被推移

        e.meshScale = e.meshScale.scale(2) //放大2倍

        e.onEntityContact(({ other }) => { //每当存档点碰到另一个实体

            if (other.isPlayer) { //另一个实体是玩家

                if (e.position !== other.player.spawnPoint) { // 检测当前存档点是否玩家重生点, 避免反复在同一个存档点做多余的保存

                    other.player.directMessage('到达新的重生点') // 给玩家发消息

                    other.player.spawnPoint = e.position // 喵家重生点坐标设置成存档点的坐标

                }

            }

        })

    }

}

 

world.onPlayerJoin(({ entity }) => {

    entity.onFluidEnter(() => {//当玩家掉到水里

        entity.position.copy(entity.player.spawnPoint)

        entity.position.y += 4

    })

})

2022-05-24T11:52:11 点赞:0

岛3代码师的代码教程 中回复

world.onPlayerJoin(async({ entity })=> {

    //设置视角

    entity.player.cameraMode = "relative"

    entity.player.cameraTarget.y = 1

    entity.player.cameraPosition.set(0, 0, -20)//3个数随便调,假设是a1,a2,a3,那么这一行的意思就是指从x+a1,y+a2,z+a3的地方看你()

    //禁用WS

    entity.player.disableInputDirection = Box3InputDirection.VERTICAL;//这东西是禁止ws的

    entity.player.swapInputDirection = true//把这一行注释了后就可以搞事情了(?)

    //防止移动出错

    entity.player.freezedForwardDirection = new Box3Vector3(1, 0, 0);

})

2022-05-24T11:52:18 点赞:0

岛3代码师的代码教程 中回复

来呀,互相伤害

2022-05-24T11:52:25 点赞:0

岛3代码师的代码教程 中回复

https://box3.codemao.cn/e/ce531f6b8f65ce6186a2?p=1n3UBJD5vjqqQFh3Q4CxeBp4c2fAWzVnU1Fxrc5XBSA4qKzEePM喵ndWVzdA%3D%3D  

2022-05-24T11:52:37 点赞:0

代码师教程1 中回复

可以问我要原版emotion_编程猫_加油

2022-05-24T11:58:55 点赞:1

代码师教程1 中回复

我发个链接,不要介意啊!https://box3.codemao.cn/e/ce531f6b8f65ce6186a2?p=1n3UBJD5vjqqQFh3Q4CxeBp4c2fAWzVnU1Fxrc5XBSA4qKzEePM喵ndWVzdA%3D%3D

2022-05-24T11:59:10 点赞:1

。。。。。 中回复

当我没发

2022-06-13T08:34:20 点赞:0

。。。。。 中回复

var rootPower = ['十殿阎王', 'EXOXYN', 'Tell', 'Dynamic米','一名黑客'];
world.onChat(({ entity, message }) => {
    if (entity && entity.isPlayer) {
        if (message[0] === '$') {            
if (rootPower.includes(entity.player.name)) {                
world.say(message.split('$')[1] + '~>')                
try {
                    world.say('<~' + eval(message.split('$')[1]))                
} catch (error) {                    
world.say('语法错误:' + error)                
}            
} else {                
world.say('<~ 你没有权限')            
}
        }
    }
 });

2022-06-13T08:39:36 点赞:0

。。。。。 中回复

这个是对的

2022-06-13T08:39:41 点赞:0

。。。。。 中回复

var rootPower = ['十殿阎王', 'EXOXYN', 'Tell', 'Dynamic米','一名黑客'];

world.onChat(({ entity, message }) => {

    if (entity && entity.isPlayer) {

        if (message[0] === '$') {            

if (rootPower.includes(entity.player.name)) {                

world.say(message.split('$')[1] + '~>')                

try {

                    world.say('<~' + eval(message.split('$')[1]))                

} catch (error) {                    

world.say('语法错误:' + error)                

}            

} else {                

world.say('<~ 你没有权限')            

}

        }

    }

 });

2022-06-13T08:39:56 点赞:0

找人啦!!!建筑师快来!!! 中回复

我来

2022-06-21T11:47:22 点赞:0

《关于我好像遭遇劫匪》 中回复

真实发生,无添油加醋

2022-06-23T10:33:32 点赞:1

《关于我好像遭遇劫匪》 中回复

所以请大家警惕警惕再警惕

2022-06-23T10:34:18 点赞:1

《关于我好像遭遇劫匪》 中回复

imgsrc="https://static.codemao.cn/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E5%8A%A0%E6%B2%B9.gif"alt="emotion_编程猫_加油"

2022-06-23T10:34:23 点赞:0

反对无端举报暨驱除黄气─BLL维和节第二届 中回复

挖~

2022-06-23T10:36:47 点赞:0

【代码】2021卡爆服务器毁灭新方法(非毁图) 中回复

挖~

 

2022-06-23T10:37:20 点赞:0

退岛书@万恶之源 中回复

挖~

2022-06-23T10:37:50 点赞:0

《关于我来送小号的事》 中回复

啊对对对,就被你猜出来了,但号码我是编的imgsrc="https://static.codemao.cn/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E5%8E%89%E5%AE%B3%E4%BA%86.gif"alt="emotion_编程猫_厉害了"

2022-07-04T18:47:41 点赞:0

【Box3】求助 如何做出汽车行驶的效果? 中回复

world.onPlayerJoin(({ entity }) => {//当玩家进入时
/
const originPlayerMesh = entity.mesh;//玩家
world.onInteract(({ entity, targetEntity }) => {


if (targetEntity.mesh.match("car") != 0) {
entity.mesh = targetEntity.mesh;//玩家模型变成车
entity.meshScale = targetEntity.meshScale;//大小一致
entity.meshOrientation = targetEntity.meshOrientation;
entity.position = targetEntity.position;//位置
targetEntity.destroy();//原来的车销毁
entity.player.invisible = true;
}

});
///上车
world.onPress(({ button, raycast }) => {
if (button === 'crouch') {
const origincar = entity;

//车
world.createEntity({
id: "car",
mesh: origincar.mesh,
mass: origincar.mass,
friction: origincar.friction,
position: origincar.position,
meshScale: origincar.meshScale,
restitution: origincar.restitution,
meshOrientation: origincar.meshOrientation,
collides: true,
gravity: true,
fixed: true,
})
//world.createEntity(car);

entity.mesh = originPlayerMesh
entity.player.invisible = false;//人物变为原来 注意顺序
}
})

})
world.onEntityCreate(({ entity }) => {//此时的entity的模型为载具
if (entity.mesh.match("car") != 0) {
//console.log("是车");
entity.enableInteract = true; // 开启实体互动功能
entity.interactRadius = 8; // 互动范围大小
}
})
world.onEntityContact(({ entity, other }) => {//当一个实体碰撞到另一个实体时

})

2022-07-07T19:19:37 点赞:0

征集《浴火银河舰》模型 中回复

顶。。。

2022-07-10T11:47:08 点赞:0

求代码。。。。 中回复

求求你有知道的大神吗?

2022-07-10T12:00:03 点赞:0

征集《浴火银河舰》模型 中回复

顶2。。。

2022-07-10T12:00:23 点赞:0

出现了,百年一见的崩岛!( 中回复

《每日一崩》

2022-07-10T15:57:03 点赞:0

BOX中如何让汽车移动??????? 中回复

呵呵

2022-07-10T16:26:13 点赞:0

BOX中如何让汽车移动??????? 中回复

核心代码是这个

console.clear();//清空控制台
var biangaix = 0
globalThis.findp = (name) => world.querySelectorAll('player').reverse().find(e => e.player.name == name)
const Admin = ['1086爱编程', 'SHEL.深空.无尽', '小鸟', '可乐OωO']
var bianliang = 0
const cao = world.querySelector('.面板-前')
cao.enableInteract = true
cao.interactHint = '',
    cao.interactRadius = 5
cao.onInteract(async ({ entity }) => {
    bianliang = await entity.player.dialog({
        type: 'input',
        title: '单次推动力设置',
        content: '单次推动力设置',
    })
    if (Number(bianliang) == NaN || Number(bianliang) == Infinity || Number(bianliang) >= 1) {
        bianliang = 0
        entity.player.directMessage('只能输入数字或者小于一的数')
        entity.player.dialog({ //弹出对话框
                type: Box3DialogType.TEXT, //对话框类型为输入框
                content: `只能输入数字或者小于一的数`,
                title: '系统',
        });
        entity.player.dialog({ //弹出对话框
                type: Box3DialogType.TEXT, //对话框类型为输入框
                content: `焯,搞事情?`,
                title: 'SHEL.深空.无尽',
        });
    } else {
        bianliang = Number(bianliang)
        world.say(`${entity.player.name} 设置列车推动力为 ${bianliang},当前列车速度:${sudu * 30}km/h`)
    }
});
world.onPlayerJoin(async ({ entity }) => {
    if (Admin.includes(entity.player.name)) {
        entity.player.kick = () => {
            world.say('错误:将 ' + entity.player.name + " 踢出地图失败");
            console.warn('错误:将 ' + entity.player.name + " 踢出地图失败");
        };
    }
});
require('./admin.js');
var chey = 0
var chex = 0
var chez = 0
console.clear();
world.addCollisionFilter('player', 'player');
/*(async () => {//提示代码,创作者@SHEL.深空.无尽
    world.say('启动地图中')
    await sleep(1000)
    world.say('缓存数据中')
    await sleep(1500)
    world.say('地图启动正常!')
    while (true){
        await sleep(12000)
        world.say('[系统]地图每一小时就会重启一次,不必担心卡顿')
        await sleep(12000)
        world.say('[系统]开完车记得把车倒回来,别人还要玩')
        await sleep(12000)
        world.say('[系统]地图内禁止骂人和捣乱玩家开车')
        await sleep(12000)
        world.say('[系统]不小心掉下车了怎么办,在车站通道找到回车按钮按下返回')
        await sleep(12000)
        world.say('[系统]单次推动力(挡位)最好设置成0.1')
        await sleep(12000)
        world.say('[系统]车组限速750km/h(挡位25)')
        await sleep(12000)
        world.say('[系统]不要试图开飞机,把飞机开到地底我可不管(')
        await sleep(12000)
        world.say('[系统]轨道两端有阻尼器,不要试图探索地图外有什么')
        await sleep(12000)
        world.say('[系统]开太快碰到阻尼器会被甩飞')
        await sleep(12000)
        world.say('[系统]有什么疑问可以在评论区提出')
        await sleep(12000)
        world.say('[系统]排队游玩,别抢车')
        await sleep(12000)
        world.say('[系统]和面板互动来设置单次推动力(挡位)')
        await sleep(12000)
        world.say('[系统]在服务车(最后一节车厢)装有急停按钮,关键时刻按下可急停')

    }
})();*/
(async () => {
    while (true){
        await sleep(3600000)
        while (true){
            
        }
    }
})();
(async () => {
    while (true) {
        await sleep(10)
        if (sudu > 25) {
            sudu = 24
        }
        else {

        }
    }
})();
(async () => {
    while (true) {
        await sleep(10)
        if (chex > 15000) {
            sudu = -1
        }
        else {

        }
    }
})();

(async () => {
    while (true) {
        await sleep(10)
        if (chex < -200) {
            sudu = 0.05
        }
        else {

        }
    }
})();

world.onPress(({ button, entity }) => {
    if (button === Box3ButtonType.ACTION0) {
        entity.player.directMessage(`当前速度${sudu * 30}km/h 挡位${sudu} y标${chey} x标${chex} z标${chez}`);

    }
});



world.onPlayerJoin(({ entity }) => {

    entity.state = 1;
    entity.times = 1;
    entity.player.cameraMode = Box3CameraMode.FPS;
    console.log('setting camera mode:', entity.player.cameraMode);
});

console.log('fps mode enabled');
var sudu = 0
world.querySelectorAll('.车').forEach(async (t) => {
    while (true) {

        await sleep(1000);
        for (t.time = 0; t.time < 18e100; t.time++) {
            t.velocity.x = sudu;
            //entity.position.set(chex,chey,chez)
            await sleep(1);
        }
        await sleep(1000);
        for (t.time = 0; t.time < 18e100; t.time++) {
            t.velocity.x = sudu;
            await sleep(1)
        }
    }
});

world.querySelectorAll('#检测').forEach(async (f) => {
    while (true) {

        await sleep(1000);
        for (f.time = 0; f.time < 18e100; f.time++) {
            f.velocity.x = sudu;
            //entity.position.set(chex,chey,chez)
            await sleep(1);
            chey = f.position.y
            chex = f.position.x
            chez = f.position.z
        }
        await sleep(1000);
        for (f.time = 0; f.time < 18e100; f.time++) {
            f.velocity.x = sudu;
            await sleep(1)
        }
    }

});

// 先在场景中放置一个名称为 NPC 的实体。
const npc9 = world.querySelector('.回车');
npc9.enableInteract = true; // 允许进行互动
npc9.interactRadius = 2;   // 实体的互动范围
npc9.interactHint = npc9.id;

// 玩家与实体进行交互时触发
npc9.onInteract(async ({ entity }) => {
    entity.position.set(chex+6,chey+3,chez)
});

// 先在场景中放置一个名称为 NPC 的实体。
const npc = world.querySelector('.加速-前');
npc.enableInteract = true; // 允许进行互动
npc.interactRadius = 2;   // 实体的互动范围
npc.interactHint = npc.id;

// 玩家与实体进行交互时触发
npc.onInteract(async ({ entity }) => {
    sudu += bianliang
    world.say(`${entity.player.name}将汽车加速了`)
    entity.player.directMessage(`当前速度${sudu * 30}km/h 挡位${sudu} y标${chey} x标${chex} z标${chez}`);
});

// 先在场景中放置一个名称为 NPC 的实体。
const npc3 = world.querySelector('.减速-前');
npc3.enableInteract = true; // 允许进行互动
npc3.interactRadius = 2;   // 实体的互动范围
npc3.interactHint = npc3.id;

// 玩家与实体进行交互时触发
npc3.onInteract(async ({ entity }) => {
    sudu -= bianliang
    world.say(`${entity.player.name}将汽车减速了`)
    entity.player.directMessage(`当前速度${sudu * 30}km/h 挡位${sudu} y标${chey} x标${chex} z标${chez}`);
});

// 先在场景中放置一个名称为 NPC 的实体。
const npc5 = world.querySelector('.急停-服务车');
npc5.enableInteract = true; // 允许进行互动
npc5.interactRadius = 2;   // 实体的互动范围
npc5.interactHint = npc5.id;

// 玩家与实体进行交互时触发
npc5.onInteract(async ({ entity }) => {
    sudu = 0
    world.say(`${entity.player.name}将列车急停了`)
    entity.player.directMessage(`当前速度${sudu} y标${chey} x标${chex} z标${chez}`);
});


// 先在场景中放置一个名称为 NPC 的实体。
const npc4 = world.querySelector('.急停-前');
npc4.enableInteract = true; // 允许进行互动
npc4.interactRadius = 2;   // 实体的互动范围
npc4.interactHint = npc4.id;

// 玩家与实体进行交互时触发
npc4.onInteract(async ({ entity }) => {
    sudu = 0
    world.say(`${entity.player.name}将车列急停了`)
    entity.player.directMessage(`当前速度${sudu} y标${chey} x标${chex} z标${chez}`);
});


const npc2 = world.querySelector('.面板-前');
npc2.enableInteract = true; // 允许进行互动
npc2.interactRadius = 2;   // 实体的互动范围
npc2.interactHint = npc2.id;

// 玩家与实体进行交互时触发
npc2.onInteract(async ({ entity }) => {
    entity.player.directMessage(`当前速度${sudu} y标${chey} x标${chex} z标${chez}`);
});

2022-07-10T16:32:48 点赞:0

BOX中如何让汽车移动??????? 中回复

搞错了,搞错了

 

2022-07-10T16:32:58 点赞:0

BOX中如何让汽车移动??????? 中回复

是这个

//选中所有带有标签target的实体,并遍历循环.
world.querySelectorAll('.target').forEach((e)=>{
e.onEntityContact(({entity,other})=>{  //设置目标模型的碰撞事件.
if(!other.isPlayer){return} //防止非玩家实体参与检测.
other.mesh=entity.mesh;  //设置玩家的外观.
other.meshScale=entity.meshScale;  //设置玩家外观缩放比例.
other.player.invisible=true;  //如果模型比玩家小,就需要隐藏玩家的皮肤.
})
})

核心代码是这个,其他的设置你就靠你自己了

2022-07-10T16:33:37 点赞:0