ZH-CN/fadeCamera: Difference between revisions
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{{Note|效果的速度直接取决于当前的游戏速度.}} | {{Note|效果的速度直接取决于当前的游戏速度.}} | ||
== | ==语法== | ||
<section name="服务端" class="server" show="true"> | <section name="Server(服务端)" class="server" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] ) | bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{ | {{OOP_ZH-CN||[[player]]:fadeCamera}} | ||
===必填参数=== | ===必填参数=== | ||
* '''thePlayer:''' 你想淡出相机的玩家. | * '''thePlayer:''' 你想淡出相机的玩家. | ||
Line 21: | Line 21: | ||
</section> | </section> | ||
<section name="客户端" class="client" show="true"> | <section name="Client(客户端)" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] ) | bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{ | {{OOP_ZH-CN||Camera.fade}} | ||
=== | ===必填参数=== | ||
* '''fadeIn:''' | * '''fadeIn:''' 我们的相机应该淡入淡出吗?通过true使相机淡入,通过false使其淡出颜色. | ||
=== | ===选填参数=== | ||
* '''timeToFade:''' | * '''timeToFade:''' 淡出所需的秒数. | ||
* '''red:''' | * '''red:''' 相机淡出的颜色中红色的量(0-255).淡入不需要. | ||
* '''green:''' | * '''green:''' 相机淡出的颜色中绿色的量(0-255).淡入不需要. | ||
* '''blue:''' | * '''blue:''' 相机淡出的颜色中蓝色的量(0-255).淡入不需要. | ||
</section> | </section> | ||
===Returns=== | ===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== | ||
<section name=" | <section name="服务端示例" class="server" show="true"> | ||
当一个玩家受到伤害时,在他的屏幕上放置一个快速的红色渐变效果. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function addRednessOnDamage ( ) | function addRednessOnDamage ( ) | ||
fadeCamera ( source, false, 1.0, 255, 0, 0 ) -- | 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 ) -- | 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 | end | ||
addEventHandler ( "onPlayerDamage", root, addRednessOnDamage ) | addEventHandler ( "onPlayerDamage", root, addRednessOnDamage ) | ||
function fadeCameraDelayed(player) -- | 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 | if (isElement(player)) then | ||
fadeCamera(player, true, 0.5) | fadeCamera(player, true, 0.5) |
Latest revision as of 14:37, 3 February 2021
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.
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 语法 什么是OOP?
- 方法: player:fadeCamera(...)
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 语法 什么是OOP?
- 方法: Camera.fade(...)
必填参数
- fadeIn: 我们的相机应该淡入淡出吗?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.
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 [-]
服务端示例当一个玩家受到伤害时,在他的屏幕上放置一个快速的红色渐变效果.
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