Егор Скриптунов прав. Позвольте мне переформатировать ваш цикл while, чтобы показать вам почему.
-- animate the amplitude bar
while true do
local amplitude = math.clamp(sound.PlaybackLoudness / maxLoudness, 0, 1)
print(80-(game.Workspace.CurrentCamera.FieldOfView))
bar.Size = UDim2.new(sound.PlaybackLoudness / maxLoudness, 0, 0, 0)
wait(0.00001)
local lastLoudness = 0
local PBS = ((sound.PlaybackLoudness/50)^(sound.PlaybackLoudness/50))
if lastLoudness~=0 then
local formula = math.abs((lastLoudness*15)) + ((lastLoudness+PBS)/1.9)
if (math.abs(PBS) > formula) == true then
game.Workspace.CurrentCamera.FieldOfView = (lastLoudness)
if game.Workspace.CurrentCamera.FieldOfView <= 10 then
print(formula, PBS)
else
game.Workspace.CurrentCamera.FieldOfView = 0
print(formula, PBS)
end
end
end
end
end -- <-- these bad boys don't go with anything
end -- <-- just remove them to get rid of the error
РЕДАКТИРОВАТЬ: Вот более полный ответ, чтобы помочь с другими вашими проблемами сценария. Вы изменяли размер анимации до 0 пикселей в высоту, поэтому ничего не видели.
-- to be placed in StarterPlayer > StarterPlayerScripts
local Players = game:GetService("Players")
-- wait for local player PlayerGui
local LocalPlayer = Players.LocalPlayer
local playerGui = LocalPlayer:WaitForChild("PlayerGui")
-- create a ScreenGui
local screenGui = Instance.new("ScreenGui", playerGui)
-- create a holder for our bar
local frame = Instance.new("Frame", screenGui)
frame.AnchorPoint = Vector2.new(0.0, 0.0)
frame.Position = UDim2.new(0.0, 0, 0.0, 0)
frame.Size = UDim2.new(1.0, 0, 0.0, 50) -- <-- this is no longer invisible
-- create a bar
local bar = Instance.new("Frame", frame)
bar.Position = UDim2.new(0, 0, 0, 0)
bar.Size = UDim2.new(1, 0, 1, 0)
bar.BackgroundColor3 = Color3.new(0, 1, 0)
-- create a sound
local sound = Instance.new("Sound", screenGui)
local lastLoudness = 0
sound.SoundId = "rbxassetid://697821987"
sound.Looped = true
sound:Play()
-- define a max loudness
local maxLoudness = 30.0 -- <-- this needed to be a decimal value
local lastLoudness = 0
-- animate the amplitude bar
while true do
-- PlaybackLoudness values range from 0 to 500, so downscale it
local sampledLoundness = (sound.PlaybackLoudness / 50)
local amplitude = math.clamp(sampledLoundness / maxLoudness, 0, 1)
print("sound values : ", sound.PlaybackLoudness, maxLoudness, amplitude)
-- animate the bar
bar.Size = UDim2.new(amplitude, 0, 1, 0) -- <-- this was squashed to 0 pixels
wait(0.00001)
-- create a camera shake effect
-- NOTE - not sure what the expected behavior is here, it just zooms in
local PBS = sampledLoundness ^ sampledLoundness
if lastLoudness ~=0 then
local formula = math.abs(lastLoudness * 15) + ((lastLoudness + PBS) / 1.9)
if (math.abs(PBS) > formula) == true then
game.Workspace.CurrentCamera.FieldOfView = lastLoudness
if game.Workspace.CurrentCamera.FieldOfView <= 10 then
print("FOV is less than 10 : ", formula, PBS)
else
game.Workspace.CurrentCamera.FieldOfView = 0
print("FOV forced to 0 : ", formula, PBS)
end
end
end
-- update lastLoudness and loop
lastLoudness = sampledLoundness
end