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)):Triggerget_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)
-> Projectileget_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
integeris_destroyed
(method) Projectile:is_destroyed()
-> boolean|unknownis_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))
-> 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。
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
unknownremove
(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
tablesubscribe_event
(method) ObjectEvent:subscribe_event(event_name: string, ...any)
-> any[]?
2. Trigger.CallBack
3. Unsubscribe: functiontype
stringProjectile.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

