• API(eca&lua)
  • Lua
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  • Projectile

Projectile

投射物

add_tag

(method) Projectile:add_tag(tag: string)

投射物添加标签

@param tag — 标签

add_time

(method) Projectile:add_time(duration: number)

增加持续时间

@param duration — 持续时间

break_mover

(method) Projectile:break_mover()

打断运动器

create

function Projectile.create(data: Projectile.CreateData)
  -> Projectile

创建投射物

@param data — 投射物创建数据

event

fun(self: Projectile, event: "投射物-创建", callback: fun(trg: Trigger, data: EventParam.投射物-创建)):Trigger

get_ability

(method) Projectile:get_ability()
  -> ability: Ability?

获得关联技能

@return ability — 投射物或魔法效果的关联技能

get_by_handle

function Projectile.get_by_handle(py_projectile: py.ProjectileEntity)
  -> projectile: Projectile?

get_by_id

function Projectile.get_by_id(id: py.ProjectileID)
  -> Projectile

get_facing

(method) Projectile:get_facing()
  -> angle: number

获取投射物朝向

@return angle — 投射物朝向

get_height

(method) Projectile:get_height()
  -> height: number

获取投射物高度

@return height — 高度

get_key

(method) Projectile:get_key()
  -> projectile_key: py.ProjectileKey

获取投射物的类型ID

get_left_time

(method) Projectile:get_left_time()
  -> duration: number

获取投射物剩余持续时间

@return duration — 投射物剩余持续时间

get_owner

(method) Projectile:get_owner()
  -> unit: Unit?

获取投射物的拥有者

@return unit — 投射物的拥有者

get_point

(method) Projectile:get_point()
  -> point: Point

获取投射物所在点

@return point — 投射物所在点

handle

py.ProjectileEntity

投掷物对象

has_tag

(method) Projectile:has_tag(tag: string)
  -> is_has_tag: boolean

是否拥有标签

@param tag — 标签

@return is_has_tag — 是否拥有标签

id

integer

is_destroyed

(method) Projectile:is_destroyed()
  -> boolean|unknown

is_exist

(method) Projectile:is_exist()
  -> is_exist: boolean

是否存在

@return is_exist — 是否存在

key

integer?

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

string?

kv_load

(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
  -> any
lua_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。

mover_curve

(method) Projectile:mover_curve(mover_data: Mover.CreateData.Curve)
  -> Mover

创建曲线运动器

mover_line

(method) Projectile:mover_line(mover_data: Mover.CreateData.Line)
  -> Mover

创建直线运动器

mover_round

(method) Projectile:mover_round(mover_data: Mover.CreateData.Round)
  -> Mover

创建环绕运动器

mover_target

(method) Projectile:mover_target(mover_data: Mover.CreateData.Target)
  -> Mover

创建追踪运动器

object_event_manager

EventManager?

phandle

py.ProjectileEntity

投掷物对象

ref_manager

unknown

remove

(method) Projectile:remove()

销毁

remove_mover

(method) Projectile:remove_mover()

移除运动器

remove_tag

(method) Projectile:remove_tag(tag: string)

投射物移除标签

@param tag — 标签

set_ability

(method) Projectile:set_ability(ability: Ability)

设置关联技能

@param ability — 关联技能

set_animation_speed

(method) Projectile:set_animation_speed(speed: number)

设置动画速度

set_facing

(method) Projectile:set_facing(direction: number)

设置朝向

@param direction — 朝向

set_height

(method) Projectile:set_height(height: number)

设置高度

@param height — 高度

set_owner

(method) Projectile:set_owner(unit: Unit)

设置所属单位

@param unit — 所属单位

set_point

(method) Projectile:set_point(point: Point)

设置坐标

@param point — 点坐标

set_rotation

(method) Projectile:set_rotation(x: number, y: number, z: number)

设置旋转

@param x — x轴

@param y — y轴

@param z — z轴

set_scale

(method) Projectile:set_scale(x: number, y: number, z: number)

设置缩放

@param x — x轴

@param y — y轴

@param z — z轴

set_time

(method) Projectile:set_time(duration: number)

设置持续时间

@param duration — 持续时间

set_visible

(method) Projectile:set_visible(visible: boolean, player_or_group?: Player|PlayerGroup)

设置投射物的可见性

@param visible — 是否可见

@param player_or_group — 应用于哪些玩家,默认为所有玩家

storage_all

(method) Storage:storage_all()
  -> table

获取存储数据的容器

storage_get

(method) Storage:storage_get(key: any)
  -> any

获取存储的值

storage_set

(method) Storage:storage_set(key: any, value: any)

存储任意值

storage_table

table

subscribe_event

(method) ObjectEvent:subscribe_event(event_name: string, ...any)
  -> any[]?
  2. Trigger.CallBack
  3. Unsubscribe: function

type

string

Projectile.CreateData

ability

Ability

投射物关联技能

angle

number

投射物朝向

height

number

投射物高度

key

py.ProjectileKey

投射物类型ID

owner

Player|Unit

投射物拥有者

remove_immediately

boolean

是否立即移除表现,如果不填会读表

socket

string

投射物关联骨骼,只有当 target 为单位时才有效

target

Point|Unit

创建位置

time

number

投射物持续时间

visible_rule

integer|y3.Const.VisibleType

粒子特效可见性规则,默认为1