for _, descendant in ipairs(humanoid.Parent:GetDescendants()) do if descendant:IsA("BasePart") then table.insert(characterParts, descendant) end end buildJointsFromAttachments(rootPart, characterParts) end local humanoid = script.Parent:WaitForChild("Humanoid") buildRigFromAttachments(hum...
Instance is the base class for all classes in the Roblox class hierarchy which can be part of the DataModel tree.
-- Process existing and new descendants for physics setup for_, descendantincharacter:GetDescendants()do onDescendantAdded(descendant) end character.DescendantAdded:Connect(onDescendantAdded) end Players.PlayerAdded:Connect(function(player) -- Detect when the player's character is added ...
Arms:GetDescendants()) do if v.ClassName == 'MeshPart' then v.Color = nil end end end end) end end) arsenal_client:NewDropdown("RGB Speed", "speed of rgb gun", {"Fastest", "Fast", "Normal", "Slow", "Slowest"}, function(currentOption) if currentOption == "Fastest" then rgb...
var parentBlocks = GetAncestors<SyntaxNode>(node); var localScopeIncludesIdentifier = parentBlocks .Any(block => { var descendants = block.DescendantNodes(); var localFunctions = descendants.OfType<LocalFunctionStatementSyntax>(); var variableDesignations = descendants.OfType<VariableDesignationSyntax>...
local WorkspaceDescendants = workspace:GetDescendants(); for BasePart, IndexFound in BasePartIterator(WorkspaceDescendants) do print(BasePart:IsA("BasePart")); --// Always true print(WorkspaceDescendants[i] == BasePart); --// Also always true ...
(houseClone:GetDescendants()) do if part:IsA("BasePart") then part.Position = part.Position + offset end end -- Set the PrimaryPart's CFrame to the island's MainPart position primaryPart.CFrame = islandMainPart.CFrame -- Start the cooldown cooldownActive = true -- Random cooldown ...
for _, descendant in character:GetDescendants() do onDescendantAdded(descendant) end character.DescendantAdded:Connect(onDescendantAdded) end Players.PlayerAdded:Connect(function(player) -- 偵測玩家角色添加時間 player.CharacterAdded:Connect(onCharacterAdded) end)模型...
for _, descendant in pairs(workspace:GetDescendants()) do if descendant:IsA("SpawnLocation") then if descendant.Name == "FirstSpawn" then firstSpawn = descendant end addSpawn(descendant) end end local function playerAdded(player) player.RespawnLocation = firstSpawn end -- liste...
使用X 和Y 属性的 mouseLocation 作为1> Class.Camera:ViewportPointToRay()|ViewportPointToRay()1> 函数的参数。将其分配到名为 4> screenToWorldRay4> 的变量。 local function getWorldMousePosition() local mouseLocation = UserInputService:GetMouseLocation() -- 从 2D 鼠标位置创建一个射线 local ...