
Lv.1
在 【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复
吉吉你看看这个模型
(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688
2023-04-26T22:25:00 点赞:0
在 【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复
吉吉你看看这个模型
(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688
2023-04-27T21:20:19 点赞:0
在 【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复
吉吉你看看这个模型
(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688
2023-04-28T21:59:25 点赞:0
在 教程:背包换武器 勿喷! 中回复
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),
});
});2023-05-07T07:48:42 点赞:0