EditorObject
物体编辑器
ability
unknownbuff
unknowncallMethod
function EditorObject.callMethod(otype: string, mname: string, key: any, lock_obj: any, arg1: any, arg2: any)call_stack_map
tableitem
unknownlock_count_map
tableprojectile
unknownunit
unknownEditorObject.Ability
data
Object.Ability技能的物编数据,你可以从里面读取或修改任意物编(部分字段无法修改)
警告:请确保数据类型正确,否则可能导致崩溃
警告:如果创建过此技能再修改数据,行为是未定义的
data_key
stringevent
fun(self: EditorObject.Ability, event: "技能-建造完成", callback: fun(trg: Trigger, data: EventParam.技能-建造完成)):Triggerevent_manager
unknownget_key
fun(self: any):integerhandle
unknown?key
py.AbilityKey技能编号
kv_has
(method) KV:kv_has(key: string)
-> boolean是否拥有指定键值对。可以与ECA互通。
kv_key
stringkv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> anylua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'kv_remove
(method) KV:kv_remove(key: any)kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)保存自定义键值对。可以与ECA互通。
new
(method) EditorObject.Ability:new(new_default_key?: py.AbilityKey, data?: table)
-> EditorObject.Ability以此技能为模板创建新的技能物编
on_add
fun(ability: Ability)技能获得后执行
on_can_cast
fun(ability: Ability, cast: Cast)技能即将施法时执行
on_cast_channel
fun(ability: Ability, cast: Cast)技能引导施法时执行
on_cast_finish
fun(ability: Ability, cast: Cast)技能完成施法时执行
on_cast_shot
fun(ability: Ability, cast: Cast)技能出手施法时执行
on_cast_start
fun(ability: Ability, cast: Cast)技能开始施法时执行
on_cast_stop
fun(ability: Ability, cast: Cast)技能停止施法时执行
on_cooldown
fun(ability: Ability)技能冷却结束后执行
on_lose
fun(ability: Ability)技能失去后执行
on_upgrade
fun(ability: Ability)技能升级后执行
type
stringEditorObject.Buff
data
Object.Buff魔法效果的物编数据,你可以从里面读取或修改任意物编(部分字段无法修改)
警告:请确保数据类型正确,否则可能导致崩溃
警告:如果创建过此魔法效果再修改数据,行为是未定义的
data_key
stringevent
fun(self: EditorObject.Buff, event: "效果-获得", callback: fun(trg: Trigger, data: EventParam.效果-获得)):Triggerevent_manager
unknownget_key
fun(self: any):integerhandle
unknown?key
py.ModifierKey效果编号
kv_has
(method) KV:kv_has(key: string)
-> boolean是否拥有指定键值对。可以与ECA互通。
kv_key
stringkv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> anylua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'kv_remove
(method) KV:kv_remove(key: any)kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)保存自定义键值对。可以与ECA互通。
new
(method) EditorObject.Buff:new()
-> EditorObject.Buff以此魔法效果为模板创建新的魔法效果物编
on_add
fun(buff: Buff)效果获得后执行
on_can_add
fun(buff: Buff)效果即将获得时执行
on_lose
fun(buff: Buff)效果失去后执行
on_pulse
fun(buff: Buff)效果心跳后执行
on_stack_change
fun(buff: Buff)效果层数变化后执行
type
stringEditorObject.DataModule
data_key
stringEditorObject.Event
event
(method) EditorObject.Event:event(name: string, callback: function)
-> Triggerevent_manager
unknownget_key
fun(self: any):integertype
stringEditorObject.Item
data
Object.Item物品的物编数据,你可以从里面读取或修改任意物编(部分字段无法修改)
警告:请确保数据类型正确,否则可能导致崩溃
警告:如果创建过此物品再修改数据,行为是未定义的
data_key
stringevent
fun(self: EditorObject.Item, event: "物品-获得", callback: fun(trg: Trigger, data: EventParam.物品-获得)):Triggerevent_manager
unknownget_key
fun(self: any):integerhandle
unknown?key
py.ItemKey物品编号
kv_has
(method) KV:kv_has(key: string)
-> boolean是否拥有指定键值对。可以与ECA互通。
kv_key
stringkv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> anylua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'kv_remove
(method) KV:kv_remove(key: any)kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)保存自定义键值对。可以与ECA互通。
new
(method) EditorObject.Item:new()
-> EditorObject.Item以此物品为模板创建新的物品物编
on_add
fun(item: Item)物品获得后执行
on_add_to_bar
fun(item: Item)物品进入装备栏后执行
on_add_to_pkg
fun(item: Item)物品进入背包后执行
on_create
fun(item: Item)物品创建后执行
on_lose
fun(item: Item)物品失去后执行
on_remove
fun(item: Item)物品移除后执行
on_use
fun(item: Item)物品使用时执行
type
stringEditorObject.Projectile
data
Object.Projectile投射物的物编数据,你可以从里面读取或修改任意物编(部分字段无法修改)
警告:请确保数据类型正确,否则可能导致崩溃
警告:如果创建过此投射物再修改数据,行为是未定义的
data_key
stringevent
fun(self: EditorObject.Projectile, event: "投射物-创建", callback: fun(trg: Trigger, data: EventParam.投射物-创建)):Triggerevent_manager
unknownget_key
fun(self: any):integerhandle
unknown?key
py.ProjectileKey投射物编号
kv_has
(method) KV:kv_has(key: string)
-> boolean是否拥有指定键值对。可以与ECA互通。
kv_key
stringkv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> anylua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'kv_remove
(method) KV:kv_remove(key: any)kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)保存自定义键值对。可以与ECA互通。
new
(method) EditorObject.Projectile:new()
-> EditorObject.Projectile以此投射物为模板创建新的投射物
on_create
fun(projectile: Projectile)投射物创建时执行
on_remove
fun(projectile: Projectile)投射物销毁时执行
type
stringEditorObject.Unit
data
Object.Unit单位的物编数据,你可以从里面读取或修改任意物编(部分字段无法修改)
警告:请确保数据类型正确,否则可能导致崩溃
警告:如果创建过此单位再修改数据,行为是未定义的
data_key
stringevent
fun(self: EditorObject.Unit, event: "单位-研发科技", callback: fun(trg: Trigger, data: EventParam.单位-研发科技)):Triggerevent_manager
unknownget_key
fun(self: any):integerhandle
unknown?key
py.UnitKey单位编号
kv_has
(method) KV:kv_has(key: string)
-> boolean是否拥有指定键值对。可以与ECA互通。
kv_key
stringkv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> anylua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'kv_remove
(method) KV:kv_remove(key: any)kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)保存自定义键值对。可以与ECA互通。
new
(method) EditorObject.Unit:new(new_default_key?: py.UnitKey, data?: table)
-> EditorObject.Unit以此单位为模板创建新的单位物编
on_create
fun(unit: Unit)单位创建后执行
on_dead
fun(unit: Unit)单位死亡后执行
on_remove
fun(unit: Unit)单位移除后执行
type
string
