ZH-CN/fadeCamera: Difference between revisions
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{{OOP||[[player]]:fadeCamera}} | {{OOP||[[player]]:fadeCamera}} | ||
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===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. |
Revision as of 03:44, 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 Syntax Help! I don't understand this!
- Method: 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 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