ZH-CN/fadeCamera

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此功能将使玩家的相机在指定的时间段内淡入某一颜色或恢复正常。这也会影响播放器的音量(50%淡入=50%音量,完全淡入=无声音)。对于客户端脚本,您可以一行执行两个淡入淡出,但是对于服务器端脚本,您必须先使用一个,然后使用另一个.

[[{{{image}}}|link=|]] Note: 效果的速度直接取决于当前的游戏速度.

语法

Click to collapse [-]
Server(服务端)
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )

OOP Syntax Help! I don't understand this!

Method: player:fadeCamera(...)


Template:OOP ZH CN

必填参数

  • thePlayer: 你想淡出相机的玩家.
  • fadeIn: 相机应该淡入还是淡出?通过true使相机淡入,通过false使其淡出颜色.

选填参数

  • timeToFade: 淡出所需的秒数.
  • red: 相机淡出的颜色中红色的量(0-255).淡入不需要.
  • green: 相机淡出的颜色中绿色的量(0-255).淡入不需要.
  • blue: 相机淡出的颜色中蓝色的量(0-255).淡入不需要.
Click to collapse [-]
Client(客户端)
bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )

OOP Syntax Help! I don't understand this!

Method: Camera.fade(...)


必填参数

  • fadeIn: Should the camera be faded in our out? Pass true to fade the camera in, false to fade it out to a color.

选填参数

  • timeToFade: 淡出所需的秒数.
  • red: 相机淡出的颜色中红色的量(0-255).淡入不需要.
  • green: 相机淡出的颜色中绿色的量(0-255).淡入不需要.
  • blue: 相机淡出的颜色中蓝色的量(0-255).淡入不需要.

Returns(返回)

如果相机已成功淡出,则返回“true”;如果向函数传递了无效参数,则返回“false”.

例子

Click to collapse [-]
服务端示例

When a player gets damaged, place a quick fade-to-red effect on his screen.

function addRednessOnDamage ( )
      fadeCamera ( source, false, 1.0, 255, 0, 0 )         -- 在1秒内将玩家的相机淡入红色
      setTimer ( fadeCameraDelayed, 500, 1, source )   -- 不要让它变成不透明的红色,半秒钟后中断,然后逐渐恢复正常
end
addEventHandler ( "onPlayerDamage", root, addRednessOnDamage )

function fadeCameraDelayed(player) -- 此功能可防止在计时器运行时播放器断开连接时出现调试警告.
      if (isElement(player)) then
            fadeCamera(player, true, 0.5)
      end
end

See Also