将Molang数据导入记分板
本页面镜像自 BedrockWiki
根据原始项目协议授权。本文经过AI翻译处理,如有内容遗漏,可以提交PR进行补充。
以下提供了一种将任意Molang(变量、查询等)即时转换为记分板数值的方法。请确保控制器convert
状态中调用的动画名称与实体定义中的动画名称(animation.namespace.molang_to_score)完全匹配。
注意: 需要先在游戏中执行以下两条命令进行初始化: /scoreboard objectives add MoLang dummy
/scoreboard players set "#10" MoLang 10
json
"controller.animation.namespace.molang_to_score": {
"initial_state": "idle",
"states": {
"idle": {
"transitions": [ { "convert": "<转换启动条件>" } ],
"on_exit": [
"/scoreboard players set @s MoLang 0",
"/scoreboard players set \"#var\" MoLang 0",
"v.convert = <需要转换的变量>;",
"v.digit = 1000000000;"
]
},
"convert": {
"animations": [
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score",
"molang_to_score"
],
"transitions": [ { "idle": "1" } ]
}
}
}
json
"animation.namespace.molang_to_score": {
"animation_length": 10.0,
"anim_time_update": "t.digit = Math.mod(Math.floor(v.convert / v.digit), 10) + 0.1; v.digit = v.digit / 10; return t.digit;",
"timeline": {
"0.0": [
"/scoreboard players operation @s MoLang *= \"#10\" MoLang",
"/scoreboard players operation @s MoLang += \"#var\" MoLang",
"/scoreboard players set \"#var\" MoLang 0"
],
"1.0": [ "/scoreboard players set \"#var\" MoLang 1" ],
"2.0": [ "/scoreboard players set \"#var\" MoLang 2" ],
"3.0": [ "/scoreboard players set \"#var\" MoLang 3" ],
"4.0": [ "/scoreboard players set \"#var\" MoLang 4" ],
"5.0": [ "/scoreboard players set \"#var\" MoLang 5" ],
"6.0": [ "/scoreboard players set \"#var\" MoLang 6" ],
"7.0": [ "/scoreboard players set \"#var\" MoLang 7" ],
"8.0": [ "/scoreboard players set \"#var\" MoLang 8" ],
"9.0": [ "/scoreboard players set \"#var\" MoLang 9" ]
}
}
实现原理: 当转换启动时,控制器会重置玩家的MoLang分数和#var
(虚拟玩家)的MoLang分数。转换变量v.convert
被初始化,数字位变量v.digit
被设置为获取第十位数字(10^10)。第一个动画运行时会根据当前位数设置动画时间,并将数字位变量调整为下一位(第9位,10^9)。由于时间轴索引会持续运行到设定时间,"0.0"时间点的事件总是会被触发。这会将玩家的MoLang分数乘以10来设置正确的位数,然后加上最后获取的数字(首次运行时由于控制器重置了#var
,该值始终为0)。整个过程重复执行11次以获取转换变量的全部10位数字。需要注意的是每个动画处理的是前一个动画设置的数字位,因此需要运行11次动画。
游戏内测试方法: 将<转换启动条件>
设为q.is_using_item
,<需要转换的变量>
设为Math.random_integer(0, 9999)
。手持苹果开始食用,即可观察数值转换过程。